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finish fast_crt shader
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@@ -29,7 +29,7 @@ fn sample_pixel(coords: vec2<i32>, offset: vec4<f32>) -> vec3<f32> {
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if(is_outside) {
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return vec3<f32>(0.0);
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} else {
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let f = max(vec4<f32>(0.01) / offset - vec4<f32>(0.003), vec4<f32>(0.0));
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let f = max(vec4<f32>(0.008) / offset - vec4<f32>(0.0024), vec4<f32>(0.0));
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return textureLoad(screen_texture, coords, 0).rgb * (f.x + f.y + f.z + f.w);
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}
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}
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