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Set alpha to 1.0 in all the post shaders. Not that it should be required, but definitely recommended.
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@@ -69,7 +69,8 @@ void main()
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w4 = (i4.r+i4.g+i4.b+lc)*0.2;
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w4 = clamp(k*dot(abs(c-i4),dt)/w4+mx,min_w,max_w);
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gl_FragColor.xyz = w1*i1 + w2*i2 + w3*i3 + w4*i4 + (1.0-w1-w2-w3-w4)*c;
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gl_FragColor.rgb = w1*i1 + w2*i2 + w3*i3 + w4*i4 + (1.0-w1-w2-w3-w4)*c;
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gl_FragColor.a = 1.0;
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}
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@@ -64,5 +64,6 @@ void main()
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color.g = pow(color.g+0.001,a);
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color.b = pow(color.b+0.001,a);
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gl_FragColor.xyz = contrast4(x)*normalize(color*c_ch)*b;
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gl_FragColor.rgb = contrast4(x)*normalize(color*c_ch)*b;
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gl_FragColor.a = 1.0;
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}
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@@ -47,5 +47,6 @@ void main()
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c11 = 4.0*normalize(c11);
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vec3 frct = fract(c11); frct*=frct;
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c11 = floor(c11)+ 0.05*dt + frct*frct;
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gl_FragColor.xyz = 0.25*lc*(1.1-d*sqrt(d))*c11;
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gl_FragColor.rgb = 0.25*lc*(1.1-d*sqrt(d))*c11;
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gl_FragColor.a = 1.0;
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}
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@@ -53,6 +53,6 @@ c1=RGBtoYIQ*c0;
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c1=vec3(pow(c1.x,val00.x),c1.yz*val00.yz);
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gl_FragColor.xyz=YIQtoRGB*c1;
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gl_FragColor.rgb=YIQtoRGB*c1;
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gl_FragColor.a = 1.0;
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}
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