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Use C++11 raw literals for shader code to improve readability
In files that have lots of branching, `\t` was replaced with a tab character instead.
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@@ -2570,8 +2570,19 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
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default_canvas_group_shader = storage->shader_allocate();
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storage->shader_initialize(default_canvas_group_shader);
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storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
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storage->shader_set_code(default_canvas_group_shader, R"(
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shader_type canvas_item;
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void fragment() {
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vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
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if (c.a > 0.0001) {
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c.rgb /= c.a;
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}
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COLOR *= c;
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}
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)");
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default_canvas_group_material = storage->material_allocate();
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storage->material_initialize(default_canvas_group_material);
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