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@@ -67,9 +67,9 @@ void PS()
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float diffZ = abs(depth - particleDepth) * (cFarClipPS - cNearClipPS);
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float fade = clamp(1.0 - diffZ * cSoftParticleFadeScale, 0.0, 1.0);
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#ifndef ADDITIVE
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- diffColor.a -= fade;
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+ diffColor.a = max(diffColor.a - fade, 0.0);
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#else
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- diffColor.rgb -= fade;
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+ diffColor.rgb = max(diffColor.rgb - fade, vec3(0.0, 0.0, 0.0));
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#endif
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#endif
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