Simplify post-processing shaders.
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@@ -9,6 +9,6 @@ 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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fragColor = vec4(min(c.r * Tint.r, 1.0), min(c.g * Tint.g, 1.0), min(c.b * Tint.b, 1.0), c.a);
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vec4 c = texelFetch(WorldTexture, ivec2(gl_FragCoord.xy), 0);
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fragColor = vec4(Tint, c.a) * c;
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}
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