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tried to tackle the alpha blending issue but it seems the problem is on somewhere far far away
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@@ -30,5 +30,4 @@ void main() {
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vec4 selvec = vec4(0.0, 0.0, 0.0, (alpha > bayerThreshold) ? 1.0 : 0.0);
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gl_FragColor = inColor * boolean.yyyx + selvec;
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// gl_FragColor = inColor;
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}
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