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Fix type error in subsurface scattering shader code
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@ -82,18 +82,18 @@ QUALIFIER vec2 kernel[17] = vec2[](
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const int kernel_size=11;
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QUALIFIER vec4 kernel[11] = vec4[](
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vec4(0.560479, 0.0),
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vec4(0.00471691, -2.0),
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vec4(0.0192831, -1.28),
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vec4(0.03639, -0.72),
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vec4(0.0821904, -0.32),
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vec4(0.0771802, -0.08),
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vec4(0.0771802, 0.08),
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vec4(0.0821904, 0.32),
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vec4(0.03639, 0.72),
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vec4(0.0192831, 1.28),
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vec4(0.00471691,2.0)
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QUALIFIER vec2 kernel[11] = vec2[](
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vec2(0.560479, 0.0),
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vec2(0.00471691, -2.0),
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vec2(0.0192831, -1.28),
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vec2(0.03639, -0.72),
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vec2(0.0821904, -0.32),
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vec2(0.0771802, -0.08),
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vec2(0.0771802, 0.08),
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vec2(0.0821904, 0.32),
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vec2(0.03639, 0.72),
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vec2(0.0192831, 1.28),
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vec2(0.00471691,2.0)
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);
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#endif //USE_11_SAMPLES
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@ -190,4 +190,3 @@ void main() {
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frag_color = base_color;
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}
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}
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