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Fixed (?) a fragment shader in the "Shader" example
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@ -24,7 +24,7 @@ void main()
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vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
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float edge = length(result);
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vec4 pixel = gl_Color * texture2D(texture, gl_TexCoord[0].xy);
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if (edge > edge_threshold * 8)
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if (edge > (edge_threshold * 8.0))
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pixel.rgb = vec3(0.0, 0.0, 0.0);
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else
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pixel.a = edge_threshold;
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