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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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					                "void main() {
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                    vec2 coords = qt_TexCoord0;
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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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					                    vec4 accColor = texture2D(burnInSource, coords);
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                    float prevMask = accColor.a;
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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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					                    vec3 blurColor = accColor.rgb - vec3(blurDecay);
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                    blurColor = clamp(blurColor, vec3(0.0), vec3(1.0));
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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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					                    gl_FragColor = vec4(color, currMask);
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                }
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					                }
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