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Fix masking issue with new burn in.
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@ -114,7 +114,7 @@ Loader {
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"void main() {
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vec2 coords = qt_TexCoord0;
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vec3 txtColor = texture2D(txt_source, coords).rgb * 0.5;
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vec3 txtColor = texture2D(txt_source, coords).rgb;
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vec4 accColor = texture2D(burnInSource, coords);
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float prevMask = accColor.a;
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@ -124,7 +124,7 @@ Loader {
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vec3 blurColor = accColor.rgb - vec3(blurDecay);
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blurColor = clamp(blurColor, vec3(0.0), vec3(1.0));
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vec3 color = max(blurColor, txtColor);
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vec3 color = max(blurColor, txtColor * 0.5);
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gl_FragColor = vec4(color, currMask);
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}
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