🔧 Use new global methods for shader I/O
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@@ -71,12 +71,7 @@ void main() {
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vec2 coords = iTexCoord.st * (scale + 1.0) - scale * 0.5;
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// Get the color of the window.
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oColor = texture2D(uTexture, coords);
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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(coords);
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// Compute several layers of moving wisps.
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vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
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@@ -110,4 +105,6 @@ void main() {
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// oColor = vec4(vec3(wisps), 1.0);
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// oColor = vec4(vec3(noise), 1.0);
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// oColor = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
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setOutputColor(oColor);
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}
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