NO_BILINEAR macro was never used in logo shader.
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4ed74289ed
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2 changed files with 3 additions and 9 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r165 \cu(Fri 8 Jul 22:22:35 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r165 \cu(2022-07-08 22:22:35)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r167 \cu(Fri 8 Jul 22:26:26 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r167 \cu(2022-07-08 22:26:26)\c-";
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@ -32,12 +32,7 @@ vec4 blacktoalpha( in vec4 src )
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dst.a *= alpha;
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return dst;
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}
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#ifdef NO_BILINEAR
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vec4 BilinearSample( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize )
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{
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return texture(tex,pos);
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}
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#else
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vec4 BilinearSample( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize )
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{
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vec2 f = fract(pos*size);
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@ -50,7 +45,6 @@ vec4 BilinearSample( in sampler2D tex, in vec2 pos, in vec2 size, in vec2 pxsize
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vec4 pInterp_q1 = mix(p0q1,p1q1,f.x);
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return mix(pInterp_q0,pInterp_q1,f.y);
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}
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#endif
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vec3 GradientMap( in vec3 color )
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{
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