Storing some computations to texture.
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@@ -169,7 +169,6 @@ ShaderEffect {
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color += texture2D(bloomSource, coords).r *" + str(2.5 * bloom) + ";" : "") +
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"vec3 finalColor = mix(background_color, font_color, color).rgb;" +
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"finalColor = mix(finalColor * 1.1, vec3(0.0), 1.2 * distance * distance);" +
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"finalColor *= texture2D(rasterizationSource, coords).a;" +
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(brightness_flickering !== 0 ? "
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