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improved shader compatibility with intel builtin gpu
apparently you can't use 1f for float, always use 1.0
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@@ -34,9 +34,9 @@ uniform vec4 colourFilter = vec4(1, 1, 1, 1); // used by WALL to darken it
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uniform ivec2 cameraTranslation = ivec2(0, 0); // used to offset the drawing
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uniform float drawBreakage = 1f; // set it to 0f to not draw breakage, 1f to draw it; NEVER set to any other values.
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uniform float drawBreakage = 1.0; // set it to 0f to not draw breakage, 1f to draw it; NEVER set to any other values.
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uniform float zoom = 1f;
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uniform float zoom = 1.0;
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ivec2 getTileXY(int tileNumber) {
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