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vo_opengl: glsl: remove trailing \
This should be no problem... but it _might_ help with #1536, so it's worth a try.
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@ -305,12 +305,12 @@ float[6] weights6(sampler2D lookup, float f) {
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w = texture1D(LUT, length(vec2(X, Y) - fcoord)/R).r; \
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c = texture(tex, base + pt * vec2(X, Y)); \
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wsum += w; \
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res += vec4(w) * c; \
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res += vec4(w) * c;
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#define SAMPLE_POLAR_PRIMARY(LUT, R, X, Y) \
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SAMPLE_POLAR_HELPER(LUT, R, X, Y) \
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lo = min(lo, c); \
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hi = max(hi, c); \
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hi = max(hi, c);
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#define SAMPLE_CONVOLUTION_POLAR_R(NAME, R, LUT, WEIGHTS_FN, ANTIRING) \
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vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
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