Fix minor syntax error in shaders.
Discovered with glslangValidator.
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1520869a82
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00674736fe
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@ -179,7 +179,7 @@ vec4 cube(vec4 src0, vec4 src1) {
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float s = (sc / ma + 1.0) / 2.0;
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float s = (sc / ma + 1.0) / 2.0;
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float t = (tc / ma + 1.0) / 2.0;
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float t = (tc / ma + 1.0) / 2.0;
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return vec4(t, s, 2.0 * ma, float(face_id));
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return vec4(t, s, 2.0 * ma, float(face_id));
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};
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}
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)");
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)");
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if (is_vertex_shader()) {
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if (is_vertex_shader()) {
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@ -234,7 +234,7 @@ vec4 applyTransform(const in StateData state, vec4 pos) {
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pos.xyz = mix(pos.xyz, pos.xyz / pos.w, notEqual(state.vtx_fmt.xyz, vec3(0.0)));
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pos.xyz = mix(pos.xyz, pos.xyz / pos.w, notEqual(state.vtx_fmt.xyz, vec3(0.0)));
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pos.xy *= state.window_scale.xy;
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pos.xy *= state.window_scale.xy;
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return pos;
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return pos;
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};
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}
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void processVertex(const in StateData state);
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void processVertex(const in StateData state);
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void main() {
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void main() {
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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