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Implement CInGameGuiManager::Update()
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@@ -80,7 +80,7 @@ BOO_GLSL_BINDING_HEAD
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"TBINDING0 uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * vec4(textureLod(tex, vtf.uv, lod).rgb, 1.0);\n"
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" colorOut = vtf.color * vec4(texture(tex, vtf.uv, lod).rgb, 1.0);\n"
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"}\n";
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static const char* FSAlpha =
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@@ -98,7 +98,7 @@ BOO_GLSL_BINDING_HEAD
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"TBINDING0 uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * textureLod(tex, vtf.uv, lod);\n"
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" colorOut = vtf.color * texture(tex, vtf.uv, lod);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)
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@@ -84,7 +84,7 @@ static const char* FS =
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return vtf.color * float4(tex.SampleLevel(samp, vtf.uv, vtf.lod).rgb, 1.0);\n"
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" return vtf.color * float4(tex.SampleBias(samp, vtf.uv, vtf.lod).rgb, 1.0);\n"
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"}\n";
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static const char* FSAlpha =
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@@ -101,7 +101,7 @@ static const char* FSAlpha =
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"\n"
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" return vtf.color * tex.SampleLevel(samp, vtf.uv, vtf.lod);\n"
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" return vtf.color * tex.SampleBias(samp, vtf.uv, vtf.lod);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)
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@@ -89,7 +89,7 @@ static const char* FS =
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
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"{\n"
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" return vtf.color * float4(tex.sample(samp, vtf.uv, level(vtf.lod)).rgb, 1.0);\n"
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" return vtf.color * float4(tex.sample(samp, vtf.uv, bias(vtf.lod)).rgb, 1.0);\n"
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"}\n";
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static const char* FSAlpha =
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@@ -106,7 +106,7 @@ static const char* FSAlpha =
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"\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]], texture2d<float> tex [[ texture(0) ]])\n"
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"{\n"
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" return vtf.color * tex.sample(samp, vtf.uv, level(vtf.lod));\n"
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" return vtf.color * tex.sample(samp, vtf.uv, bias(vtf.lod));\n"
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"}\n";
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URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(CTexturedQuadFilter)
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