demos: set 4th component of texcoord to 1.0
Avoid potential randomness in resulting texcoords.
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@@ -11,6 +11,7 @@ void main()
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float two_n_dot_u = 2.0 * dot(n, u);
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vec4 f;
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f.xyz = u - n * two_n_dot_u;
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f.w = 1.0;
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// outputs
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normal = n;
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