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Fixes issue #491.
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4046bdbc6a
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@ -61,7 +61,7 @@ ShaderEffect {
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float inShadowLength = shadowLength * 0.5;
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float inShadowLength = shadowLength * 0.5;
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float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords));
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float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords));
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outShadow = clamp(0.0, 1.0, sqrt(outShadow));
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outShadow = clamp(sqrt(outShadow), 0.0, 1.0);
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color += frameColor.rgb * outShadow;
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color += frameColor.rgb * outShadow;
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alpha = sum2(1.0 - smoothstep(vec2(0.0), aadelta, coords) + smoothstep(vec2(1.0) - aadelta, vec2(1.0), coords));
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alpha = sum2(1.0 - smoothstep(vec2(0.0), aadelta, coords) + smoothstep(vec2(1.0) - aadelta, vec2(1.0), coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, outShadow);
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, outShadow);
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@ -482,7 +482,7 @@ Item {
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(screenCurvature !== 0 ? "
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(screenCurvature !== 0 ? "
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float reflectionMask = sum2(step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords));
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float reflectionMask = sum2(step(vec2(0.0), curvatureCoords) - step(vec2(1.0), curvatureCoords));
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reflectionMask = clamp(0.0, 1.0, reflectionMask);"
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reflectionMask = clamp(reflectionMask, 0.0, 1.0);"
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:
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:
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"float reflectionMask = 1.0;") +
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"float reflectionMask = 1.0;") +
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