Removed destruction delay when core is destroyed
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@@ -11,5 +11,5 @@ void main(){
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original = original * (vec4(1.0) - bloom);
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vec4 combined = original + bloom;
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float mx = min(max(combined.r,max(combined.g,combined.b)), 1.0);
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gl_FragColor = vec4(combined.rgb/mx,mx);
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gl_FragColor = vec4(combined.rgb / mx, mx);
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}
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