🔧 Use new global methods for shader I/O
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@@ -48,12 +48,8 @@ void main() {
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float c = cos(angle);
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coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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oColor = texture2D(uTexture, coords + center);
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if (oColor.a > 0) {
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oColor.rgb /= oColor.a;
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}
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// Fade out the window texture.
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vec4 oColor = getInputColor(coords + center);
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oColor.a *= 1.0 - progress;
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setOutputColor(oColor);
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}
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