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[hud] Use textureLod in fragment shader
Should silence some validation errors.
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@ -18,7 +18,7 @@ vec3 linearToSrgb(vec3 color) {
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}
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}
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float sampleAlpha(float alpha_bias, float dist_range) {
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float sampleAlpha(float alpha_bias, float dist_range) {
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float value = texture(s_font, v_texcoord).r + alpha_bias - 0.5f;
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float value = textureLod(s_font, v_texcoord, 0).r + alpha_bias - 0.5f;
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float dist = value * dot(vec2(dist_range, dist_range), 1.0f / fwidth(v_texcoord.xy));
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float dist = value * dot(vec2(dist_range, dist_range), 1.0f / fwidth(v_texcoord.xy));
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return clamp(dist + 0.5f, 0.0f, 1.0f);
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return clamp(dist + 0.5f, 0.0f, 1.0f);
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}
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}
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