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Fix fragcolor write locations in scene shaders
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@ -2330,6 +2330,12 @@ FRAGMENT_SHADER_CODE
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frag_color.rgb = mix(pow((frag_color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), frag_color.rgb * (1.0 / 12.92), vec3(lessThan(frag_color.rgb, vec3(0.04045))));
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frag_color.rgb = mix(pow((frag_color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), frag_color.rgb * (1.0 / 12.92), vec3(lessThan(frag_color.rgb, vec3(0.04045))));
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#endif
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#endif
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// Write to the final output once and only once.
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// Use a temporary in the rest of the shader.
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// This is for drivers that have a performance drop
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// when the output is read during the shader.
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gl_FragColor = frag_color;
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#else // not RENDER_DEPTH
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#else // not RENDER_DEPTH
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//depth render
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//depth render
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#ifdef USE_RGBA_SHADOWS
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#ifdef USE_RGBA_SHADOWS
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@ -2337,10 +2343,8 @@ FRAGMENT_SHADER_CODE
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highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
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highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
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highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
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highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
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comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
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comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
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frag_color = comp;
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gl_FragColor = comp;
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#endif
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#endif
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#endif
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#endif
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gl_FragColor = frag_color;
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}
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}
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