Update frag7.glsl
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@@ -12,13 +12,13 @@ uniform sampler2D iTex0;
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uniform int iFPS;
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uniform int iFPS;
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uniform int iDemo;
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uniform int iDemo;
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const int[] demoStr = int[5](0x44, 0x45, 0x4D, 0x4F, 0x00);
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const int[] textDEMO = int[5](0x44, 0x45, 0x4D, 0x4F, 0x00);
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void main() {
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void main() {
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// vec2 uv = 1 - vUV;
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// vec2 uv = 1 - vUV;
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vec2 uv = vUV;
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vec2 uv = vUV;
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vec3 c = texture(iTex0, uv).xyz;
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vec3 c = texture(iTex0, uv).xyz;
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c = mix(c, 1. - c, iDemo * write_int(uv * 20., vec2(1.), iFPS, 2));
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c = mix(c, 1. - c, iDemo * write_int(uv * 20., vec2(1.), iFPS, 2));
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c = mix(c, 1. - c, iDemo * write_5(uv * 20., vec2(1., 18.), demoStr));
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c = mix(c, 1. - c, iDemo * write_5(uv * 20., vec2(1., 18.), textDEMO));
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fragColor = vec4(c, 1);
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fragColor = vec4(c, 1);
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}
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}
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