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slightly improve edges with volumetric upsampling
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@ -92,7 +92,7 @@ void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){
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float flameDistort = texture2D(noisetex, UV * vec2(aspectRatio,1.0) - vec2(0.0,frameTimeCounter*0.3)).b * clamp(-texcoord.y*0.3+0.3,0.0,1.0) * 0.75 * exitLava;
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distortmask = max(distortmask, flameDistort);
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}
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}
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#endif
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//////////////////////// APPLY DISTORTION /////////////////////
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