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dota: Correct V_clamp usage
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@ -1144,7 +1144,7 @@ inline float SimpleSplineRemapValClamped( float val, float A, float B, float C,
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if ( A == B )
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return val >= B ? D : C;
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float cVal = (val - A) / (B - A);
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cVal = V_clamp( cVal, 0.0f, 1.0f );
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cVal = clamp( cVal, 0.0f, 1.0f );
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return C + (D - C) * SimpleSpline( cVal );
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}
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@ -2097,7 +2097,7 @@ FORCEINLINE void RGB2YUV( int &nR, int &nG, int &nB, float &fY, float &fU, float
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dX = 2*( fU - 0.5f );
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dY = 2*( fV - 0.5f );
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sat = sqrtf( dX*dX + dY*dY );
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sat = V_clamp( ( sat*( 1 + SNAP_TO_GREY ) - SNAP_TO_GREY ), 0, 1 );
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sat = clamp( ( sat*( 1 + SNAP_TO_GREY ) - SNAP_TO_GREY ), 0, 1 );
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scale = ( sat == 0 ) ? 0 : MIN( ( sqrtf( sat ) / sat ), 4.0f );
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fU = 0.5f + scale*( fU - 0.5f );
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fV = 0.5f + scale*( fV - 0.5f );
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