BLF: Fix Shader Type Conversion #115638
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@ -64,7 +64,7 @@ float texture_1D_custom_bilinear_filter(vec2 uv)
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vec4 texture_1D_custom_bilinear_filter_color(vec2 uv)
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{
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vec2 texel_2d = uv * glyph_dim + 0.5;
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vec2 texel_2d = uv * vec2(glyph_dim) + 0.5;
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ivec2 texel_2d_near = ivec2(texel_2d) - 1;
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int frag_offset = glyph_offset + ((texel_2d_near.y * glyph_dim.x * glyph_depth) +
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