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fix critical damage effect when temporal upscaling was enabled.
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@ -399,7 +399,7 @@ void main() {
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//////////////////////////////// ////////////////////////////////
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float textureLOD = bias();
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vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD) * color;
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#if defined HAND
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if (Albedo.a < 0.1) discard;
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#endif
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@ -553,7 +553,7 @@ void main() {
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vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w);
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vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0);
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gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
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gl_FragData[2] = vec4(FlatNormals * 0.5 + 0.5, VanillaAO);
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