uncap motion blur
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@ -100,7 +100,7 @@ void Play_DrawMotionBlur(PlayState* this) {
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// Clamp the blur alpha, which ensures that the output color converges to within a reasonable delta of the target color
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// when using an R8G8B8A8 framebuffer as RT64 currently does. Although this makes the effect less noticeable at high framerates,
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// not clamping leads to noticeable image retention.
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alpha_float = MIN(alpha_float, 0.825f);
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//alpha_float = MIN(alpha_float, 0.825f);
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alpha = (s32)(alpha_float * 255.0f);
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if (sMotionBlurStatus == MOTION_BLUR_PROCESS) {
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