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	Tweak some shader constants.
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		@@ -291,7 +291,7 @@ Item {
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                 (burnIn !== 0 ? "
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					                 (burnIn !== 0 ? "
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                     vec4 txt_blur = texture2D(burnInSource, staticCoords);
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					                     vec4 txt_blur = texture2D(burnInSource, staticCoords);
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                     float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
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					                     float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
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                     vec3 burnInColor = 0.5 * (txt_blur.rgb - vec3(blurDecay));
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					                     vec3 burnInColor = 0.65 * (txt_blur.rgb - vec3(blurDecay));
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                     txt_color = max(txt_color, convertWithChroma(burnInColor));"
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					                     txt_color = max(txt_color, convertWithChroma(burnInColor));"
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                 : "") +
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					                 : "") +
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@@ -307,7 +307,8 @@ Item {
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                 "float inShadow = 1.0 - min2(smoothstep(0.0, shadowLength, staticCoords) - smoothstep(1.0 - shadowLength, 1.0, staticCoords));
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					                 "float inShadow = 1.0 - min2(smoothstep(0.0, shadowLength, staticCoords) - smoothstep(1.0 - shadowLength, 1.0, staticCoords));
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                  finalColor = mix(finalColor, vec3(0.0), 0.45 * inShadow * inShadow);
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					                  inShadow = pow(inShadow, 100.0) + 0.35 * inShadow * inShadow;  // Inner shadow and antialiasing when screen background is bright.
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					                  finalColor = mix(finalColor, vec3(0.0), inShadow);
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                  finalColor = mix(origTxtColor, finalColor, staticInScreen);
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					                  finalColor = mix(origTxtColor, finalColor, staticInScreen);
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                  gl_FragColor = vec4(finalColor, qt_Opacity);" +
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					                  gl_FragColor = vec4(finalColor, qt_Opacity);" +
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