Reset the shader to fix the minimap
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@ -87,8 +87,8 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
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if ((projectedCoord.x > 0.0 && projectedCoord.x < 1.0) && (projectedCoord.y > 0.0 && projectedCoord.y < 1.0))
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{
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// Mix with fallback (black area should be dark anyway)
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//vec3 finalColor = textureLod(albedo, projectedCoord.xy, 1.0).rgb;
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vec3 finalColor = fastBlur(projectedCoord.xy, spread);
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vec3 finalColor = textureLod(albedo, projectedCoord.xy, 1.0).rgb;
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//vec3 finalColor = fastBlur(projectedCoord.xy, spread);
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if ((finalColor.r + finalColor.g + finalColor.b) > 0.)
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{
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vec2 inside = (gl_FragCoord.xy / u_screen) - 0.5;
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