Simplify post-processing shaders.
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@@ -9,7 +9,7 @@ out vec4 fragColor;
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void main()
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{
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vec4 c = texture(WorldTexture, gl_FragCoord.xy / textureSize(WorldTexture, 0));
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vec4 c = texelFetch(WorldTexture, ivec2(gl_FragCoord.xy), 0);
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float lum = 0.5 * (min(c.r, min(c.g, c.b)) + max(c.r, max(c.g, c.b)));
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fragColor = vec4(lum, lum, lum, c.a) * Blend + c * (1.0 - Blend);
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fragColor = mix(c, vec4(lum, lum, lum, c.a), Blend);
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}
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