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float epsilon = 0.00001;
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vec2 absMidCoordPosM = absMidCoordPos - epsilon;
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vec3 avgBorderColor = vec3(0.0);
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avgBorderColor += texture2D(tex, midCoord + vec2( absMidCoordPosM.x, absMidCoordPosM.y)).rgb;
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avgBorderColor += texture2D(tex, midCoord + vec2(-absMidCoordPosM.x, absMidCoordPosM.y)).rgb;
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avgBorderColor += texture2D(tex, midCoord + vec2( absMidCoordPosM.x,-absMidCoordPosM.y)).rgb;
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avgBorderColor += texture2D(tex, midCoord + vec2(-absMidCoordPosM.x,-absMidCoordPosM.y)).rgb;
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avgBorderColor += texture2D(tex, midCoord + vec2(epsilon, absMidCoordPosM.y)).rgb;
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avgBorderColor += texture2D(tex, midCoord + vec2(epsilon,-absMidCoordPosM.y)).rgb;
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avgBorderColor += texture2D(tex, midCoord + vec2( absMidCoordPosM.x, epsilon)).rgb;
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avgBorderColor += texture2D(tex, midCoord + vec2(-absMidCoordPosM.x, epsilon)).rgb;
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avgBorderColor *= 0.125;
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vec3 colorDif = abs(avgBorderColor - color.rgb);
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emission = max(colorDif.r, max(colorDif.g, colorDif.b));
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emission = pow2(emission * 2.5 - 0.15);
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