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@ -191,17 +191,9 @@ fragment vertical(target=RT_Vertical, rt1=RT_Horizontal) {
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fragment final(rt1=RT_Vertical) {
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omw_In vec2 omw_TexCoord;
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float clampify(float x, float clamp)
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{
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if(x < clamp)
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return x;
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return ((x-clamp)*0.5)+clamp;
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}
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void main()
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{
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vec3 color = vec3(0.0);
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color = omw_Texture2D(RT_Vertical, omw_TexCoord).rgb;
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vec3 color = omw_Texture2D(RT_Vertical, omw_TexCoord).rgb;
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// add dithering (in gamma-compressed light, because monitors are sRGB)
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color = powv(color, 1.0/uGamma);
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color += (scramblev2(omw_TexCoord).rgb/255.0 - vec3(0.5/255.0))*2.0;
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@ -218,7 +210,6 @@ fragment final(rt1=RT_Vertical) {
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vec3 base_color = powv(omw_GetLastShader(omw_TexCoord).rgb, uGamma);
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vec3 add_color = base_color + color * uStrength * 0.5;
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omw_FragColor = vec4(powv(add_color, 1.0/uGamma), 1.0);
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//omw_FragColor = vec4(powv(color, 1.0/uGamma), 1.0);
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}
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}
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