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#version 150
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uniform sampler2D DiffuseSampler;
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uniform sampler2D PrevSampler;
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in vec2 texCoord;
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in vec2 oneTexel;
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uniform vec2 InSize;
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uniform vec3 Phosphor = vec3(0.7, 0.0, 0.0);
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uniform float LerpFactor = 1.0;
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out vec4 fragColor;
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void main() {
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vec4 CurrTexel = texture(DiffuseSampler, texCoord);
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vec4 PrevTexel = texture(PrevSampler, texCoord);
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float factor = Phosphor.r;
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if (Phosphor.g == 1) {
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fragColor = vec4(max(PrevTexel.rgb * vec3(factor), CurrTexel.rgb), 1.0);
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} else {
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fragColor = vec4(mix(PrevTexel.rgb, CurrTexel.rgb, factor), 1.0);
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}
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}
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