refactor(glsl): rename uniforms as iXxx
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+8
-8
@@ -34,22 +34,22 @@ void main() {
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vec4 c = vec4(0);
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c += s(uv2,1,2) * texture(tex5, uv2);
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c += s(uv2,2,2) * texture(tex7, uv2);
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c += s(uv2,1,2) * texture(iTex5, uv2);
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c += s(uv2,2,2) * texture(iTex7, uv2);
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c += s(uv2,1,1) * texture(tex6, uv2);
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c += s(uv2,2,1) * texture(tex8, uv2);
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c += s(uv2,1,1) * texture(iTex6, uv2);
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c += s(uv2,2,1) * texture(iTex8, uv2);
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c += s(uv2,0,0) * src_16(mod(uv2, 1), 0, vec3(0), vec2(0), vec3(0), vec2(0), vec3(0), vec2(0));
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c += s(uv2,1,0) * texture(tex9, uv2);
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c += s(uv2,2,0) * texture(tex0, uv2);
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c += s(uv2,1,0) * texture(iTex9, uv2);
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c += s(uv2,2,0) * texture(iTex0, uv2);
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float f = 0;
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float t = 0;
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if (iInputResolution1.x > 0) {
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c += s(uv2,0,2) * texture(tex3, uv2);
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c += s(uv2,0,2) * texture(iTex3, uv2);
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f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-53,28), texts[0]);
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f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7));
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@@ -58,7 +58,7 @@ void main() {
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}
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if (iInputResolution2.x > 0) {
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c += s(uv2,0,1) * texture(tex4, uv2);
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c += s(uv2,0,1) * texture(iTex4, uv2);
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f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-53,8), texts[1]);
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f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7));
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