Cleanup: Overlay: Avoid non-uniform control flow for texture sampling
Fix missing part of e6f8924870
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@@ -61,8 +61,8 @@ void main()
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uv_offset.x = 0.0;
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}
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depth_min = min(depth_min, texture(depthTex, uv - texel_uv_size).r);
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depth_min = min(depth_min, texture(depthTex, uv + texel_uv_size).r);
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depth_min = min(depth_min, texture(depthTex, uv - uv_offset).r);
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depth_min = min(depth_min, texture(depthTex, uv + uv_offset).r);
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float delta = abs(depth_occluder - depth_min);
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