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Change texdisplay.frag shader to be work with LunarG intel icd compiler
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@@ -73,11 +73,7 @@ void main(void)
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vec4 col = textureLod(tex, scr.xy / texdisplay.TextureResolutionPS.xy, float(texdisplay.MipLevel));
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if(texdisplay.RawOutput != 0)
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{
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color_out = col;
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return;
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}
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vec4 rawcol = col;
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// RGBM encoding
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if(texdisplay.HDRMul > 0.0f)
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@@ -107,5 +103,5 @@ void main(void)
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}
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}
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color_out = col;
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color_out = (texdisplay.RawOutput != 0 ? rawcol : col);
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}
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