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@@ -35,7 +35,7 @@ float4 computeOutlinePixel(sampler2D mainTexture, float2 mainTextureTexelSize,
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float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * vertexColorAlpha / numSamples;
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float average = (pixelTop + pixelBottom + pixelLeft + pixelRight) * vertexColorAlpha / numSamples;
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#endif
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#endif
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float thresholdStart = ThresholdEnd * (1.0 - OutlineSmoothness);
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float thresholdStart = ThresholdEnd * (1.0 - OutlineSmoothness);
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- float outlineAlpha = saturate((average - thresholdStart) / (ThresholdEnd - thresholdStart)) - pixelCenter;
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+ float outlineAlpha = saturate(saturate((average - thresholdStart) / (ThresholdEnd - thresholdStart)) - pixelCenter);
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return lerp(texColor, OutlineColor, outlineAlpha);
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return lerp(texColor, OutlineColor, outlineAlpha);
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}
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}
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