" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
"\n"
"void main(){\n"
" compute_motion_vectors();\n"
-"\n"
" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
" vec3 qnorm = aNorm.xyz;\n"
"\n"
" vec4 v1 = step( vec4(0.5), fract(vec4(a) + spread1) );\n"
"\n"
" float d = ( v0.x+v0.y+v0.z+v0.w +\n"
-" v1.x+v1.y+v1.z+v1.w ) * 0.125f;\n"
+" v1.x+v1.y+v1.z+v1.w ) * 0.125;\n"
" \n"
" float dither = fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0);\n"
" float x = d*0.8+length(p)*0.3;\n"