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Zero out memory from color variable
According to [here](https://www.khronos.org/opengl/wiki/Type_Qualifier_(GLSL)#Fragment_shader_outputs) memory of a fragment shader variable is initialized with undefined values. Therefore it should be zeroed out.
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@@ -13,6 +13,9 @@ uniform bool shake;
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void main()
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{
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// zero out memory since an out variable is initialized with undefined values by default
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color = vec4(0.0f);
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vec3 sample[9];
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// sample from texture offsets if using convolution matrix
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if(chaos || shake)
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