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fix compile failure if TAA is set to OFF
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@ -1171,8 +1171,7 @@ void main() {
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// projectedShadowPosition.xy *= distortFactor;
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// projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
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// gl_FragData[0].rgb = vec3(1.0) * shadow2D(shadow, projectedShadowPosition - vec3(0.0,0.0, 0.00005)).x;
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/* DRAWBUFFERS:3 */
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@ -281,10 +281,8 @@ void main() {
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#else
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gl_FragData[0] = clamp(fp10Dither(color, triangularize(interleaved_gradientNoise())), 0.0, 65000.0);
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#endif
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#endif
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#ifndef TAA
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vec3 color = clamp(fp10Dither(texture2D(colortex3,texcoord).rgb, triangularize(interleaved_gradientNoise())),0.0,65000.);
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#else
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vec3 color = clamp(fp10Dither(vec4(texture2D(colortex3,texcoord).rgb,1.0), triangularize(interleaved_gradientNoise())).rgb,0.0,65000.);
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gl_FragData[0].rgb = color;
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#endif
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}
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