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	Revert "Change burnin masking function to max. Should preseve darker colors."
This reverts commit 3cee186663.
			
			
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		| @@ -108,8 +108,8 @@ Loader { | |||||||
|  |  | ||||||
|                  uniform highp float prevLastUpdate;" + |                  uniform highp float prevLastUpdate;" + | ||||||
|  |  | ||||||
|                 "float max3(vec3 v) { |                 "float rgb2grey(vec3 v){ | ||||||
|                     return max(v.x, max(v.y, v.z)); |                     return dot(v, vec3(0.21, 0.72, 0.04)); | ||||||
|                 }" + |                 }" + | ||||||
|  |  | ||||||
|                 "void main() { |                 "void main() { | ||||||
| @@ -119,7 +119,7 @@ Loader { | |||||||
|                     vec4 accColor = texture2D(burnInSource, coords); |                     vec4 accColor = texture2D(burnInSource, coords); | ||||||
|  |  | ||||||
|                     float prevMask = accColor.a; |                     float prevMask = accColor.a; | ||||||
|                     float currMask = max3(txtColor); |                     float currMask = rgb2grey(txtColor); | ||||||
|  |  | ||||||
|                     highp float blurDecay = clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0); |                     highp float blurDecay = clamp((lastUpdate - prevLastUpdate) * burnInTime, 0.0, 1.0); | ||||||
|                     blurDecay = max(0.0, blurDecay - prevMask); |                     blurDecay = max(0.0, blurDecay - prevMask); | ||||||
|   | |||||||
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