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https://github.com/X0nk/Bliss-Shader.git
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fix vertex colors multiplying at wrong time
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@@ -461,7 +461,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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#endif
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#if DEBUG_VIEW == debug_ALBEDO
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vec4 unalteredAlbedo = vec4(toLinear(gl_FragData[0].rgb)*color.rgb,gl_FragData[0].a);
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vec4 unalteredAlbedo = vec4(toLinear(gl_FragData[0].rgb*color.rgb),gl_FragData[0].a);
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#endif
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float UnchangedAlpha = gl_FragData[0].a;
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@@ -471,7 +471,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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gl_FragData[0].a = 1.0;
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#endif
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vec3 Albedo = toLinear(gl_FragData[0].rgb)*color.rgb;
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vec3 Albedo = toLinear(gl_FragData[0].rgb*color.rgb);
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#ifndef WhiteWorld
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