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+6
-1
@@ -6,10 +6,15 @@ in vec2 vUV;
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out vec4 fragColor;
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#include inc_functions.glsl
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#include inc_cp437.glsl
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uniform sampler2D iTex0;
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uniform int iFPS;
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void main() {
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vec3 c = gauss(iTex0, vUV, 3, 2 / max(iResolution.x, iResolution.y)).xyz;
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vec2 uv = vec2(vUV.x, 1 - vUV.y);
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// vec2 uv = vUV;
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vec3 c = gauss(iTex0, uv, 3, 2 / max(iResolution.x, iResolution.y)).xyz;
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c = mix(c, 1 - c, write_int(uv * 20, vec2(0.1, 0.1), iFPS, 2));
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fragColor = vec4(c, 1);
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}
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