Use saturate() instead of clamp(_, 0.0, 1.0)
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@ -144,7 +144,7 @@ fn fetch_transmissive_background(offset_position: vec2<f32>, frag_coord: vec3<f3
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// very strong emissive meshes appear much dimmer, but the artifacts are noticeable enough to
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// warrant this treatment.
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let normalized_rgb = normalize(sample.rgb);
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result += vec4(min(sample.rgb, normalized_rgb / clamp(blur_intensity / 2.0, 0.0, 1.0)), sample.a);
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result += vec4(min(sample.rgb, normalized_rgb / saturate(blur_intensity / 2.0)), sample.a);
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}
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result /= f32(num_taps);
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