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fix critical damage effect when temporal upscaling was enabled.
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@ -3,6 +3,7 @@ const float LpvBlockBrightness = 1.0;
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float lpvCurve(float values) {
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// return values;
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return pow(1.0 - sqrt(1.0-values), 2.0);
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}
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@ -1,4 +1,4 @@
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#define SHADER_VERSION_LABEL 478 // [478]
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#define SHADER_VERSION_LABEL 479 // [479]
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#define saturate(x) clamp(x,0.0,1.0)
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