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Might as well convert the divide to a multiply.
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@ -23,5 +23,5 @@ void main(void) {
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gl_FragColor = (texture2D(diffusedTexture, minExtents) +
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texture2D(diffusedTexture, vec2(maxExtents.s, minExtents.t)) +
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texture2D(diffusedTexture, vec2(minExtents.s, maxExtents.t)) +
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texture2D(diffusedTexture, maxExtents)) / 4.25 + texture2D(originalTexture, gl_TexCoord[0].st) * 0.1;
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texture2D(diffusedTexture, maxExtents)) * 0.235 + texture2D(originalTexture, gl_TexCoord[0].st) * 0.1;
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}
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