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make sure distortion respects alpha correctly
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@ -24,7 +24,7 @@ vec4 applyDistortion(in vec4 color, in float strength, in float pixelDepth, in f
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}
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distortion.rg = color.rg * 2.0 - 1.0;
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distortion.rg *= invOcclusion * strength;
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distortion.rg *= invOcclusion * strength * color.a;
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return distortion;
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}
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