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	Avoid border artifacts on burn in effect.
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		@@ -298,7 +298,6 @@ ShaderEffect {
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                color += randomPass(coords * virtual_resolution) * glowingLine;" : "") +
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					                color += randomPass(coords * virtual_resolution) * glowingLine;" : "") +
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            "vec3 txt_color = texture2D(source, txt_coords).rgb;" +
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					            "vec3 txt_color = texture2D(source, txt_coords).rgb;" +
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            "txt_color *= min2(step(vec2(0.0), staticCoords) - step(vec2(1.0), staticCoords));" +
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            (rbgShift !== 0 ? "
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					            (rbgShift !== 0 ? "
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                vec2 displacement = vec2(12.0, 0.0) * rbgShift * (0.6 * constantNoise.r + 0.4);
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					                vec2 displacement = vec2(12.0, 0.0) * rbgShift * (0.6 * constantNoise.r + 0.4);
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@@ -315,6 +314,7 @@ ShaderEffect {
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                txt_color = max(txt_color, 0.5 * (txt_blur.rgb - vec3(blurDecay)));"
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					                txt_color = max(txt_color, 0.5 * (txt_blur.rgb - vec3(blurDecay)));"
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            : "") +
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					            : "") +
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					             "txt_color *= min2(step(vec2(0.0), staticCoords) - step(vec2(1.0), staticCoords));" +
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             "txt_color *= getScanlineIntensity(coords);" +
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					             "txt_color *= getScanlineIntensity(coords);" +
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             "txt_color += fontColor.rgb * color;" +
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					             "txt_color += fontColor.rgb * color;" +
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