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@@ -10,6 +10,6 @@ out vec4 fragColor;
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uniform sampler2D iTex0;
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void main() {
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vec3 c = gauss(iTex0, vUV, 2, 2 / max(iResolution.x, iResolution.y)).xyz;
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vec3 c = gauss(iTex0, vUV, 3, 2 / max(iResolution.x, iResolution.y)).xyz;
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fragColor = vec4(c, 1);
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}
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@@ -131,7 +131,7 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb
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vec2 uv2 = uv1;
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float pixel = (1 - pixel_size) * 250 + 25;
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uv2 = round(uv2 * pixel) / pixel;
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vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 2, 0.005 * blur).xyz;
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vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz;
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float colors = (1 - quantize) * 10 + 1;
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if (quantize_trigger) {
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c = round(c * colors) / colors;
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@@ -168,7 +168,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb
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if (pixel_size_trigger) {
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uv2 = floor(uv2 * k1) / k1;
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}
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vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 2, 0.005 * blur).xyz;
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vec3 c = gauss(previous, uv2 * vec2(1 / ratio, 1) + .5, 3, 0.005 * blur).xyz;
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float k3 = pow(2, 5 - floor(quantize * 5));
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if (quantize_trigger) {
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c *= k3;
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