Minor cleanup.
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@@ -31,8 +31,6 @@ out vec4 frag_color;
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//class 1 -- no shadows
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//#extension GL_ARB_texture_rectangle : enable
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//#extension GL_ARB_shader_texture_lod : enable
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uniform sampler2D diffuseRect;
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uniform sampler2D specularRect;
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@@ -286,11 +284,12 @@ void main()
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if (ds < 0.0)
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{
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vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
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vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
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stc /= stc.w;
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if (stc.z > 0.0)
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{
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stc /= stc.w;
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float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0);
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stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
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