maybe fix compile problems
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@@ -7,7 +7,7 @@ vec4 ApplyBurn( vec4 over, vec4 under, float fill )
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over.rgb = mix( NeutralColor, over.rgb, fill );
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vec4 ret;
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ret.rgb = (over.rgb + under.rgb - 1);
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ret.rgb = (over.rgb + under.rgb - 1.0);
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ret.rgb /= max(over.rgb, 0.000001);
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ret.rgb *= over.a*under.a;
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@@ -9,8 +9,8 @@ vec4 ApplyDodge( vec4 over, vec4 under, float fill )
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vec4 ret;
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ret.rgb = under.rgb;
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ret.rgb /= max(1-over.rgb, 0.000001);
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ret.rgb = min(ret.rgb, 1);
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ret.rgb /= max(1.0-over.rgb, 0.000001);
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ret.rgb = min(ret.rgb, 1.0);
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ret.rgb *= over.a*under.a;
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// ret = clamp( ret, 0.0, 1.0 );
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@@ -11,8 +11,8 @@ vec4 ApplyVividLight( vec4 over, vec4 under, float fill )
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vec4 ret;
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ret.rgb = under.rgb;
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ret.rgb += min(over.rgb, 0);
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ret.rgb /= max(1-abs(over.rgb), 0.000001);
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ret.rgb += min(over.rgb, 0.0);
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ret.rgb /= max(1.0-abs(over.rgb), 0.000001);
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ret.rgb *= under.a;
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ret = clamp( ret, 0.0, 1.0 );
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ret.rgb *= over.a;
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@@ -11,8 +11,8 @@ vec4 ApplyVividLight( vec4 over, vec4 under, float fill )
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vec4 ret;
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ret.rgb = under.rgb;
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ret.rgb += min(over.rgb, 0);
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ret.rgb /= max(1-abs(over.rgb), 0.000001);
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ret.rgb += min(over.rgb, 0.0);
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ret.rgb /= max(1.0-abs(over.rgb), 0.000001);
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ret.rgb *= under.a;
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ret = clamp( ret, 0.0, 1.0 );
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ret.rgb *= over.a;
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