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Removing the channel override in the vertex shader.
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@@ -331,8 +331,6 @@ fn computeResult (isFirstFrame : bool, previousResult : vec4<f32>, glyphPos : ve
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vChannel = vec3<f32>(0.0, 1.0, 0.0);
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}
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vChannel = vec3<f32>(1.0); // TODO : remove
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// Convert the vertex's world space position to screen space
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var screenPosition = vec4<f32>(worldPosition, quadDepth, 1.0);
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if (volumetric) {
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