Cleanup: style, duplicate includes
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@@ -573,7 +573,7 @@ void GPU_framebuffer_recursive_downsample(
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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}
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for (i=1; i < num_iter+1 && (current_dim[0] > 4 && current_dim[1] > 4); i++) {
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for (i = 1; i < num_iter + 1 && (current_dim[0] > 4 && current_dim[1] > 4); i++) {
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/* calculate next viewport size */
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current_dim[0] /= 2;
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@@ -587,8 +587,8 @@ void GPU_framebuffer_recursive_downsample(
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/* bind next level for rendering but first restrict fetches only to previous level */
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GPU_texture_bind(tex, 0);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, i-1);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i-1);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, i - 1);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i - 1);
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GPU_texture_unbind(tex);
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glFramebufferTexture(GL_FRAMEBUFFER, attachment, GPU_texture_opengl_bindcode(tex), i);
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@@ -601,7 +601,7 @@ void GPU_framebuffer_recursive_downsample(
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/* reset mipmap level range for the depth image */
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GPU_texture_bind(tex, 0);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i-1);
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glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i - 1);
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GPU_texture_unbind(tex);
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}
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