Fix for #1297. DoF shader compiles in mesa now. The other problem noted
in the issue was just texture compression + intel.
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@ -69,10 +69,10 @@ void main()
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col += texture2D(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.4);
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col += texture2D(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.4);
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col += texture2D(tex, uv + (vec2(0.0, 0.4) * offset) * blur * 0.4);
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col += texture2D(tex, uv + (vec2(0.0, 0.4) * offset) * blur * 0.4);
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col.rgb = col.rgb / 41.0;
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col = vec4(col.rgb / 41.0, col.a);
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depth = clamp((FragPos.z/280), 0., 1.);
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depth = clamp((FragPos.z/280), 0., 1.);
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depth = (1 - depth);
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depth = (1 - depth);
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vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
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vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
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/*
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/*
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FragColor.xyz = vec3(depth);
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FragColor.xyz = vec3(depth);
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