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@@ -16,7 +16,8 @@ void main(){
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vec3 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize)).xyz;
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vec3 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize)).xyz;
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vec3 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize)).xyz;
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vec3 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize)).xyz;
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vec3 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize)).xyz;
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vec3 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize)).xyz;
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- vec3 rgbM = texture2D(textureSampler, vUV ).xyz;
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+ vec4 rgbaM = texture2D(textureSampler, vUV);
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+ vec3 rgbM = rgbaM.xyz;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaNE = dot(rgbNE, luma);
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@@ -46,9 +47,9 @@ void main(){
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texture2D(textureSampler, vUV + dir * 0.5).xyz);
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texture2D(textureSampler, vUV + dir * 0.5).xyz);
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float lumaB = dot(rgbB, luma);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
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- gl_FragColor = vec4(rgbA, 1.0);
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+ gl_FragColor = vec4(rgbA, rgbaM.a);
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}
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}
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else {
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else {
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- gl_FragColor = vec4(rgbB, 1.0);
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+ gl_FragColor = vec4(rgbB, rgbaM.a);
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}
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}
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}
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}
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