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Shader discard doesn't seem to work well on mobile, remove it
* Instead we write transparent black when out of bounds. This only works when we're blending, but the cases that we don't blend are when we do a blit to a precisely sized output target with no offset, so it shouldn't cause a problem.
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@@ -92,14 +92,18 @@ void main(void)
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{
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// by convention display 1D textures as 100 high
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if(scr2.x < 0.0f || scr2.x > 1.0f || scr2.y < 0.0f || scr2.y > 100.0f)
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discard;
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{
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color_out = vec4(0, 0, 0, 0);
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return;
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}
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}
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else
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{
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if(scr2.x < 0.0f || scr2.y < 0.0f ||
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scr2.x > 1.0f || scr2.y > 1.0f)
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{
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discard;
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color_out = vec4(0, 0, 0, 0);
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return;
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}
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}
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