avoid int/float comparisons within a number of for loops in deep shadow map compression.
gives minor overall speedup.
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@@ -1030,7 +1030,7 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
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/* handle results */
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if(sp->pr_method==PR_ICON_RENDER) {
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char *rct= (char *)(sp->pr_rect + 32*16 + 16);
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// char *rct= (char *)(sp->pr_rect + 32*16 + 16);
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if(sp->pr_rect)
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RE_ResultGet32(re, sp->pr_rect);
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