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	Change mask value to use greyscale color instead of max channel.
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		| @@ -107,8 +107,8 @@ Loader { | ||||
|  | ||||
|                  uniform highp float prevLastUpdate;" + | ||||
|  | ||||
|                 "float max3(vec3 v) { | ||||
|                      return max (max (v.x, v.y), v.z); | ||||
|                 "float rgb2grey(vec3 v){ | ||||
|                     return dot(v, vec3(0.21, 0.72, 0.04)); | ||||
|                 }" + | ||||
|  | ||||
|                 "void main() { | ||||
| @@ -118,7 +118,7 @@ Loader { | ||||
|                     vec4 accColor = texture2D(burnInSource, coords); | ||||
|  | ||||
|                     float prevMask = accColor.a; | ||||
|                     float currMask = max3(txtColor); | ||||
|                     float currMask = rgb2grey(txtColor); | ||||
|  | ||||
|                     highp float blurDecay = clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0); | ||||
|                     blurDecay = max(0.0, blurDecay - prevMask); | ||||
|   | ||||
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