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https://github.com/Swordfish90/cool-retro-term.git
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Change mask value to use greyscale color instead of max channel.
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@ -107,8 +107,8 @@ Loader {
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uniform highp float prevLastUpdate;" +
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"float max3(vec3 v) {
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return max (max (v.x, v.y), v.z);
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"float rgb2grey(vec3 v){
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return dot(v, vec3(0.21, 0.72, 0.04));
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}" +
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"void main() {
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@ -118,7 +118,7 @@ Loader {
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vec4 accColor = texture2D(burnInSource, coords);
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float prevMask = accColor.a;
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float currMask = max3(txtColor);
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float currMask = rgb2grey(txtColor);
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highp float blurDecay = clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0);
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blurDecay = max(0.0, blurDecay - prevMask);
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