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remove clamp fix that didn't work anyway
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@ -276,12 +276,6 @@ vec3 outColor = Tri(pos);
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#endif
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if(shadowMask > 0.0)
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outColor.rgb*=Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
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//hacky clamp fix
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vec2 bordertest = pos;
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if ( bordertest.x > 1.0 && bordertest.x < 0.0 && bordertest.y > 1.0 && bordertest.y < 0.0)
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outColor.rgb = vec3(0.0);
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else
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outColor.rgb = outColor.rgb;
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FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
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}
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