OpenGL2: Fix issues running under WebGL
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980147721a
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@@ -52,10 +52,9 @@ vec4 depthGaussian1D(sampler2D imageMap, sampler2D depthMap, vec2 tex, float zFa
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#endif
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float zLimit = 5.0 / zFar;
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int i, j;
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for (i = 0; i < 2; i++)
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for (int i = 0; i < 2; i++)
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{
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for (j = 1; j < BLUR_SIZE; j++)
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for (int j = 1; j < BLUR_SIZE; j++)
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{
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vec2 offset = direction * (float(j) - 0.25) + nudge;
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#if defined(USE_DEPTH)
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@@ -77,8 +77,7 @@ float ambientOcclusion(sampler2D depthMap, const vec2 tex, const float zFarDivZN
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float invZFar = 1.0 / zFar;
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float zLimit = 20.0 * invZFar;
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int i;
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for (i = 0; i < NUM_SAMPLES; i++)
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for (int i = 0; i < NUM_SAMPLES; i++)
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{
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vec2 offset = rmat * poissonDisc[i] * offsetScale;
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float sampleDiff = getLinearDepth(depthMap, tex + offset, zFarDivZNear) - sampleZ;
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