upgrade glsl code
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@@ -64,8 +64,8 @@ vec3 cmod(vec3 x, float k) {
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vec3 col(float x) {
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return vec3(
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.5 * (sin(x * 2. * PI) + 1.),
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.5 * (sin(x * 2. * PI + 2. * PI / 3.) + 1.),
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.5 * (sin(x * 2. * PI - 2. * PI / 3.) + 1.)
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.5 * (sin(x * 2. * PI + PI * .6666667) + 1.),
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.5 * (sin(x * 2. * PI - PI * .6666667) + 1.)
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);
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}
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@@ -101,7 +101,7 @@ vec3 mix5(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, float x) {
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}
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vec3 mix6(vec3 c1, vec3 c2, vec3 c3, vec3 c4, vec3 c5, vec3 c6, float x) {
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return istep(.2, x) * mix(c1, c2, x * 5)
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return istep(.2, x) * mix(c1, c2, x * 5.)
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+ step(.2, x) * istep(.4, x) * mix(c2, c3, x * 5. - 1.)
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+ step(.4, x) * istep(.6, x) * mix(c3, c4, x * 5. - 2.)
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+ step(.6, x) * istep(.8, x) * mix(c4, c5, x * 5. - 3.)
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@@ -135,8 +135,8 @@ vec2 lens(vec2 uv, float limit, float power) {
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vec2 kal(vec2 uv, float n) {
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float t = atan(uv.y, uv.x) + PI * .5;
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float q = 3. / (2. * PI);
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t = abs(mod(t + PI / (n), 2. * PI / n) - PI / (n));
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float q = .4774648; // 3. / (2. * PI);
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t = abs(mod(t + PI / n, 2. * PI / n) - PI / n);
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return length(uv) * vec2(
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cos(t),
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sin(t)
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@@ -322,7 +322,7 @@ vec4 kernel(sampler2D tex, vec2 uv, mat3x3 k, float spm)
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for (y = -1; y <= 1; ++y) {
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for (x = -1; x <= 1; ++x) {
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offset = vec2(x, y) * spm;
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if (abs(k[x + 1][y + 1]) > 0) {
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if (abs(k[x + 1][y + 1]) > 0.) {
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sum += k[x + 1][y + 1] * texture(tex, uv + offset);
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}
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}
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