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Update shaderFeatureGLSL.cpp
fix compile shader
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@ -2398,7 +2398,7 @@ void RenderTargetZeroGLSL::processPix( Vector<ShaderComponent*> &componentList,
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{
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// Do not actually assign zero, but instead a number so close to zero it may as well be zero.
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// This will prevent a divide by zero causing an FP special on float render targets
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output = new GenOp( " @;\r\n", assignColor( new GenOp( "0.00001" ), Material::None, NULL, mOutputTargetMask ) );
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output = new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(0.00001)" ), Material::None, NULL, mOutputTargetMask ) );
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}
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