18 lines
292 B
GLSL
18 lines
292 B
GLSL
#version 460
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#include inc_write.glsl
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in vec2 vUV;
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out vec4 fragColor;
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uniform sampler2D iTex0;
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uniform int iFPS;
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void main() {
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vec4 color = texture(iTex0, vUV);
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color = mix(color, 1. - color, write_int_left(vUV * 20., vec2(1., 1.), min(120, iFPS), 3));
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fragColor = color;
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}
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