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Fix multi sampling accuracy
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@ -9,7 +9,7 @@ uniform sampler2DArray gTextureSampler;
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uniform vec4 gVertColor;
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#ifdef TW_TILE_TEXTURED
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noperspective in vec3 TexCoord;
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noperspective centroid in vec3 TexCoord;
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#endif
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out vec4 FragClr;
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@ -10,7 +10,7 @@ layout(push_constant) uniform SVertexColorBO {
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} gColorBO;
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#ifdef TW_TILE_TEXTURED
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layout (location = 0) noperspective in vec3 TexCoord;
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layout (location = 0) noperspective centroid in vec3 TexCoord;
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#endif
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layout (location = 0) out vec4 FragClr;
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@ -84,6 +84,8 @@ void CGLSLCompiler::ParseLine(std::string &Line, const char *pReadLine, EGLSLSha
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//search for 'in' or 'out'
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while(*pBuff && ((*pBuff != 'i' || *(pBuff + 1) != 'n') && (*pBuff != 'o' || (*(pBuff + 1) && *(pBuff + 1) != 'u') || *(pBuff + 2) != 't')))
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{
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// append anything that is inbetween noperspective & in/out vars
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Line.push_back(*pBuff);
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++pBuff;
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}
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