fix "some" pp shaders ...
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@@ -1,10 +1,15 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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float4 emboss = (texRECT(samp0, uv0+1).rgba - texRECT(samp0, uv0-1).rgba)*2.0f;
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emboss -= (texRECT(samp0, uv0+float2(1,-1)).rgba - texRECT(samp0, uv0+float2(-1,1)).rgba);
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float4 color = texRECT(samp0, uv0).rgba;
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float4 emboss = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*2.0;
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emboss -= (texture(samp9, uv0+float2(1,-1)*resolution.zw).rgba - texture(samp9, uv0+float2(-1,1)*resolution.zw).rgba);
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float4 color = texture(samp9, uv0).rgba;
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if (color.r > 0.8 && color.b + color.b < 0.2)
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ocol0 = float4(1,0,0,0);
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else {
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