🔧 Use new global methods for shader I/O
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@@ -103,12 +103,7 @@ void main() {
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vec4 fire = getFireColor(noise);
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// Get the window texture.
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oColor = texture2D(uTexture, iTexCoord.st);
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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if (oColor.a > 0) {
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oColor.rgb /= oColor.a;
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}
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vec4 oColor = getInputColor(iTexCoord.st);
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// Fade the window according to the effect mask.
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oColor.a *= effectMask.x;
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@@ -120,4 +115,6 @@ void main() {
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// oColor = vec4(vec3(noise), 1);
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// oColor = vec4(vec3(effectMask.x), 1);
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// oColor = vec4(vec3(effectMask.y), 1);
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setOutputColor(oColor);
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}
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