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A few more character shaders
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ShaderSampleRateConverter.cpp

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@@ -49,6 +49,9 @@ bool shouldUseSampleRate(const void* data, SIZE_T length) {
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{0xb169a00d, 0xa921903c, 0x25c56cb2, 0x2a150784}, // Face Edges
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{0x80701da2, 0x06ff6fad, 0xcc743be0, 0xbcceaf98}, // Eyes
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{0x66f3f5e9, 0x6b52c044, 0x6a99bd8a, 0x133fe74a}, // Eyebrows
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{0x352edfef, 0x8a7e1aa0, 0xb1e9c972, 0xd9f84b10}, // Accessories
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{0x576b6302, 0xf209d2fa, 0x542b7c05, 0xb45b37af}, // Accessory Edges
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{0x19cce3ab, 0x52dfbaf0, 0x302d710c, 0xd90bc983}, // Character Transparent
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// {0x0cd1b9e5, 0x22e7069e, 0x476455ff, 0x98bfd850}, // Semi-transparent objects (e.g. grass) [expensive, gets used for a lot of non-transparent objects too]
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{0xd74438d8, 0xa2667a70, 0x5c3cae10, 0x1944d91e}, // Semi-transparent background (e.g. background tree leaves)
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};

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