First wrong framebuffer implementation.
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@@ -53,7 +53,6 @@ ShaderEffect {
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float alpha = 0.0;
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float outShadowLength = shadowLength;
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float inShadowLength = 0.5 * shadowLength;
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float outShadow = max2(1.0 - smoothstep(vec2(-outShadowLength), vec2(0.0), coords) + smoothstep(vec2(1.0), vec2(1.0 + outShadowLength), coords));
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outShadow = clamp(0.0, 1.0, outShadow);
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@@ -61,10 +60,6 @@ ShaderEffect {
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alpha = sum2(1.0 - step(0.0, coords) + step(1.0, coords));
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alpha = clamp(alpha, 0.0, 1.0) * mix(1.0, 0.9, sqrt(outShadow));
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float inShadow = min2(step(vec2(0.0), coords) - step(vec2(1.0), coords));
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inShadow -= min2(smoothstep(0.0, inShadowLength, coords) - smoothstep(1.0 - inShadowLength, 1.0, coords));
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alpha += 0.35 * inShadow;
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gl_FragColor = vec4(color * alpha, alpha);
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}
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"
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