Cleanup: Overlay: Avoid non-uniform control flow for texture sampling
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@@ -53,17 +53,17 @@ void main()
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vec2 uv = gl_FragCoord.xy * sizeViewportInv;
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float depth_occluder = texture(depthTex, uv).r;
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float depth_min = depth_occluder;
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vec2 texel_uv_size = sizeViewportInv;
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vec2 uv_offset = sizeViewportInv;
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if (dir_horiz) {
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depth_min = min(depth_min, texture(depthTex, uv + vec2(-texel_uv_size.x, 0.0)).r);
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depth_min = min(depth_min, texture(depthTex, uv + vec2(texel_uv_size.x, 0.0)).r);
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uv_offset.y = 0.0;
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}
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else {
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depth_min = min(depth_min, texture(depthTex, uv + vec2(0, -texel_uv_size.y)).r);
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depth_min = min(depth_min, texture(depthTex, uv + vec2(0, texel_uv_size.y)).r);
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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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float delta = abs(depth_occluder - depth_min);
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# ifndef SELECT_ENABLE
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