Fix small issue with burnin masking.
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@@ -298,7 +298,7 @@ ShaderEffect {
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(burnIn !== 0 ? "
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vec4 txt_blur = texture2D(burnInSource, txt_coords);
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float blurDecay = clamp((time - burnInLastUpdate) * burnInTime, 0.0, 1.0);
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txt_color = max(txt_color, txt_blur.rgb - vec3(blurDecay));"
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txt_color = max(txt_color, 0.5 * (txt_blur.rgb - vec3(blurDecay)));"
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: "") +
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"txt_color += fontColor.rgb * color;" +
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