bind any number of textures (i'm unstoppable)
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@@ -22,6 +22,7 @@ uniform sampler2D tex4;
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uniform sampler2D tex5;
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uniform sampler2D tex6;
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uniform sampler2D tex7;
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uniform sampler2D tex8;
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// 3. definitions
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// --------------
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+1
-1
@@ -8,5 +8,5 @@ in vec2 vUV;
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out vec4 fragColor;
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void main() {
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fragColor = fx_stage(vUV, tex7, tex0);
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fragColor = fx_stage(vUV, tex8, tex0);
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}
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+3
-2
@@ -18,6 +18,7 @@ void main() {
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fragColor += s(uv,0,1) * texture(tex4, uv);
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fragColor += s(uv,1,1) * texture(tex5, uv);
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fragColor += s(uv,2,1) * texture(tex6, uv);
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fragColor += s(uv,0.5,0) * texture(tex7, uv-vec2(0.5,0));
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fragColor += s(uv,1.5,0) * texture(tex0, uv-vec2(0.5,0));
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fragColor += s(uv,0,0) * texture(tex7, uv);
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fragColor += s(uv,1,0) * texture(tex8, uv);
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fragColor += s(uv,2,0) * texture(tex0, uv);
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}
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+4
-1
@@ -2,6 +2,9 @@ UNIFORM_TIME=iTime
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UNIFORM_TEMPO=iTempo
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UNIFORM_FPS=iFPS
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UNIFORM_RESOLUTION=iResolution
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UNIFORM_TEX_PREFIX=tex
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TEX_COUNT=9
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FRAG_COUNT=8
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FRAG_OUTPUT=7
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@@ -10,7 +13,7 @@ FRAG_1_OUT=2
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FRAG_2_OUT=5
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FRAG_3_OUT=3
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FRAG_4_OUT=6
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FRAG_5_OUT=7
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FRAG_5_OUT=8
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FRAG_6_OUT=0
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SUB_TYPE_COUNT=3
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