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Remove opacity check from hybridFilter shader.
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@ -445,10 +445,7 @@ namespace glsl {
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" // interpolate first on S direction then on T. \n"
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" vec4 top = mix(t00, t10, ratio.s); \n"
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" vec4 bottom = mix(t01, t11, ratio.s); \n"
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" // only interpolate within texture bounds to avoid sampling black texels \n"
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" float is_opaque = step(2.0f, top.a + bottom.a); \n"
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" return mix(top, bottom, ratio.t) * is_opaque + \n"
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" texel_fetch(tex, rounded_idx, texSize) * (1.0 - is_opaque); \n"
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" return mix(top, bottom, ratio.t); \n"
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"} \n"
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;
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return strFilter;
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