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FIX purkinje effect
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@ -104,7 +104,6 @@ void main() {
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vec3 bloom = texture2D(colortex3, texcoord/clampedRes*vec2(1920.,1080.)*BLOOM_QUALITY).rgb / 2.0 / 7.0;
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float lightScat = clamp(BLOOM_STRENGTH * 0.05 * pow(exposure.a, 0.2) ,0.0,1.0)*vignette;
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float VL_abs = texture2D(colortex7,texcoord*RENDER_SCALE).r;
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@ -120,7 +119,7 @@ void main() {
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// // apply exposure
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// col *= exposure.rgb;
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col = (mix(col,bloom,VL_abs)+bloom * lightScat) * exposure.rgb;
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col = (mix(col, bloom, VL_abs) + bloom * lightScat) * exposure.rgb;
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//Purkinje Effect
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float lum = dot(col,vec3(0.15,0.3,0.55));
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