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no need for subtracting here anymore
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26bd800d63
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@ -20,7 +20,7 @@ void main()
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float tx = (inVertexTexCoord.x/(16.0)) - (inVertexTexRightOrBottom.x == 0 ? 0.0 : (1.0/1024.0));
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float ty = (inVertexTexCoord.y/(16.0)) - (inVertexTexRightOrBottom.y == 0 ? 0.0 : (1.0/1024.0));
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float tx = (inVertexTexCoord.x/(16.0));
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float ty = (inVertexTexCoord.y/(16.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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}
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@ -24,7 +24,7 @@ void main()
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gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
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float F1 = -(0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float F2 = (0.5/(1024.0 * pow(0.5, (LOD+1.0))));
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float tx = (inVertexTexCoord.x/(16.0)) - (inVertexTexRightOrBottom.x == 0 ? 0.0 : (1.0/1024.0));
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float ty = (inVertexTexCoord.y/(16.0)) - (inVertexTexRightOrBottom.y == 0 ? 0.0 : (1.0/1024.0));
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float tx = (inVertexTexCoord.x/(16.0));
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float ty = (inVertexTexCoord.y/(16.0));
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texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1));
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}
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