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10 lines
186 B
GLSL
10 lines
186 B
GLSL
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vec4 ProcessTexel()
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{
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float index = getTexel(vTexCoord.st).r;
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index = ((index * 255.0) + 0.5) / 256.0;
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vec4 tex = texture(texture2, vec2(index, 0.5));
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tex.a = 1.0;
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return tex;
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}
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