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Fixes to fuzz shaders
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parent
d01b0e061e
commit
d99d43aeba
2 changed files with 4 additions and 4 deletions
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@ -6,8 +6,8 @@ vec4 ProcessTexel()
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vec2 texCoord = vTexCoord.st;
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vec2 texCoord = vTexCoord.st;
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vec4 basicColor = getTexel(texCoord);
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vec4 basicColor = getTexel(texCoord);
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texCoord.x = float( int(texCoord.x * 128.0) ) / 128.0;
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texCoord.x = float( int(texCoord.x * texSize.x) ) / texSize.x;
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texCoord.y = float( int(texCoord.y * 128.0) ) / 128.0;
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texCoord.y = float( int(texCoord.y * texSize.y) ) / texSize.y;
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float texX = sin(mod(texCoord.x * 100.0 + timer*5.0, 3.489)) + texCoord.x / 4.0;
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float texX = sin(mod(texCoord.x * 100.0 + timer*5.0, 3.489)) + texCoord.x / 4.0;
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float texY = cos(mod(texCoord.y * 100.0 + timer*5.0, 3.489)) + texCoord.y / 4.0;
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float texY = cos(mod(texCoord.y * 100.0 + timer*5.0, 3.489)) + texCoord.y / 4.0;
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@ -6,8 +6,8 @@ vec4 ProcessTexel()
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vec2 texCoord = vTexCoord.st;
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vec2 texCoord = vTexCoord.st;
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vec4 basicColor = getTexel(texCoord);
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vec4 basicColor = getTexel(texCoord);
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texCoord.x = float( int(texCoord.x * 128.0) ) / 128.0;
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texCoord.x = float( int(texCoord.x * texSize.x) ) / texSize.x;
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texCoord.y = float( int(texCoord.y * 128.0) ) / 128.0;
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texCoord.y = float( int(texCoord.y * texSize.y) ) / texSize.y;
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float texX = texCoord.x / 3.0 + 0.66;
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float texX = texCoord.x / 3.0 + 0.66;
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float texY = 0.34 - texCoord.y / 3.0;
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float texY = 0.34 - texCoord.y / 3.0;
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