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CModelShaders: Update kRGBToYPrime approximation
Fixes opacity issues with arm cannon, HUD & more
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@@ -21,7 +21,7 @@ TBINDING11 uniform samplerCube reflectionTex;
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TBINDING11 uniform sampler2D reflectionTex;
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TBINDING11 uniform sampler2D reflectionTex;
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#endif
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#endif
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const vec3 kRGBToYPrime = vec3(0.257, 0.504, 0.098);
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const vec3 kRGBToYPrime = vec3(0.299, 0.587, 0.114);
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/*
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/*
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#if defined(ALPHA_%s)
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#if defined(ALPHA_%s)
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@@ -20,7 +20,7 @@ TextureCube reflectionTex : register(t11);
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Texture2D reflectionTex : register(t11);
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Texture2D reflectionTex : register(t11);
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#endif
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#endif
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static const float3 kRGBToYPrime = float3(0.257, 0.504, 0.098);
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static const float3 kRGBToYPrime = float3(0.299, 0.587, 0.114);
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/*
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/*
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#if defined(ALPHA_%s)
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#if defined(ALPHA_%s)
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@@ -1,4 +1,4 @@
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constant float3 kRGBToYPrime = float3(0.257, 0.504, 0.098);
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constant float3 kRGBToYPrime = float3(0.299, 0.587, 0.114);
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/*
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/*
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#if defined(ALPHA_%s)
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#if defined(ALPHA_%s)
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