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	Fix screen brightness consistency in some scenarios.
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		@@ -55,6 +55,8 @@ ShaderEffect {
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    property real flickering: appSettings.flickering
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					    property real flickering: appSettings.flickering
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    property real horizontalSync: appSettings.horizontalSync * 0.5
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					    property real horizontalSync: appSettings.horizontalSync * 0.5
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					    property int rasterization: appSettings.rasterization
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    property bool frameReflections: appSettings.frameReflections
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					    property bool frameReflections: appSettings.frameReflections
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    property real disp_top: (frame.displacementTop * appSettings.windowScaling) / height
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					    property real disp_top: (frame.displacementTop * appSettings.windowScaling) / height
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@@ -62,7 +64,7 @@ ShaderEffect {
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    property real disp_left: (frame.displacementLeft * appSettings.windowScaling) / width
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					    property real disp_left: (frame.displacementLeft * appSettings.windowScaling) / width
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    property real disp_right: (frame.displacementRight * appSettings.windowScaling) / width
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					    property real disp_right: (frame.displacementRight * appSettings.windowScaling) / width
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    property real screen_brightness: appSettings.brightness * 1.5 + 0.5
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					    property real screen_brightness: Utils.lint(0.5, 1.5, appSettings.brightness)
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    property real dispX
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					    property real dispX
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    property real dispY
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					    property real dispY
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@@ -171,7 +173,7 @@ ShaderEffect {
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        uniform highp float dispX;
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					        uniform highp float dispX;
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        uniform highp float dispY;" +
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					        uniform highp float dispY;" +
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        (appSettings.rasterization != appSettings.no_rasterization ?
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					        (rasterization != appSettings.no_rasterization ?
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            "uniform lowp sampler2D rasterizationSource;" : "") +
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					            "uniform lowp sampler2D rasterizationSource;" : "") +
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        (bloom !== 0 ? "
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					        (bloom !== 0 ? "
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@@ -308,7 +310,8 @@ ShaderEffect {
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            :
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					            :
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                "vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
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					                "vec3 finalColor = mix(backgroundColor.rgb, fontColor.rgb, greyscale_color);") +
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            (appSettings.rasterization != appSettings.no_rasterization ? "
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					            (rasterization != appSettings.no_rasterization ? "
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					                finalColor *= 2.0;
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                finalColor *= texture2D(rasterizationSource, staticCoords * (virtual_resolution)).rgb;
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					                finalColor *= texture2D(rasterizationSource, staticCoords * (virtual_resolution)).rgb;
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            " : "") +
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					            " : "") +
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