Update leenkx/Shaders/blur_edge_pass/blur_edge_pass.frag.glsl
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		@ -27,22 +27,22 @@ const float discardThreshold = 0.95;
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void main() {
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	vec3 nor = getNor(textureLod(gbuffer0, texCoord, 0.0).rg);
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	fragColor = textureLod(tex, texCoord, 0.0).r * blurWeights[0];
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	fragColor = textureLod(tex, texCoord, 0.0).rgb * blurWeights[0];
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	float weight = blurWeights[0];
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	for (int i = 1; i < 8; ++i) {
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	for (int i = 1; i < 16; ++i) {
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		float posadd = i;// + 0.5;
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		vec3 nor2 = getNor(textureLod(gbuffer0, texCoord + i * dirInv, 0.0).rg);
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		float influenceFactor = step(discardThreshold, dot(nor2, nor));
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		float col = textureLod(tex, texCoord + posadd * dirInv, 0.0).r;
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		float influenceFactor = smoothstep(0.5, discardThreshold, dot(nor2, nor));
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		vec3 col = textureLod(tex, texCoord + posadd * dirInv, 0.0).rgb;
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		float w = blurWeights[i] * influenceFactor;
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		fragColor += col * w;
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		weight += w;
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		nor2 = getNor(textureLod(gbuffer0, texCoord - i * dirInv, 0.0).rg);
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		influenceFactor = step(discardThreshold, dot(nor2, nor));
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		col = textureLod(tex, texCoord - posadd * dirInv, 0.0).r;
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		col = textureLod(tex, texCoord - posadd * dirInv, 0.0).rgb;
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		w = blurWeights[i] * influenceFactor;
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		fragColor += col * w;
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		weight += w;
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