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The cursor channel of the rain pass is now propagated in isolation to the effect passes.
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@@ -15,7 +15,7 @@ void main() {
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vec3 bgColor = texture2D(backgroundTex, vUV).rgb;
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// Combine the texture and bloom, then blow it out to reveal more of the image
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float brightness = pow(getBrightness(vUV).r, 1.5);
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vec4 brightness = getBrightness(vUV);
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gl_FragColor = vec4(bgColor * brightness, 1.0);
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gl_FragColor = vec4(bgColor * (brightness.r + brightness.g * 2.0), 1.0);
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}
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