wip framebuffers
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@@ -2,8 +2,10 @@
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uniform float iTime;
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uniform vec2 iResolution;
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uniform sampler2D frame0;
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in vec2 vUV;
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor2;
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void main() {
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vec2 uv0 = vUV.st;
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@@ -12,4 +14,5 @@ void main() {
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vec3 color = vec3(vUV, sin(iTime * 0.5) * 0.5 + 0.5);
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color *= 1 - step(cos(iTime) * 0.1 + 0.5,length(uv1));
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fragColor = vec4(color, 1.0);
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fragColor2 = vec4(color, 1.0);
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}
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