🔧 Flip texture coordinates for kwin
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@@ -42,18 +42,17 @@ uniform int textureWidth;
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uniform int textureHeight;
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uniform int textureHeight;
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uniform float animationProgress;
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uniform float animationProgress;
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vec2 uSize = vec2(textureWidth, textureHeight);
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bool uForOpening = forOpening == 1.0;
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in vec2 texcoord0;
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in vec2 texcoord0;
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out vec4 fragColor;
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out vec4 fragColor;
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#define uProgress animationProgress
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vec2 uSize = vec2(textureWidth, textureHeight);
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#define uPadding 0.0
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bool uForOpening = forOpening == 1.0;
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#define iTexCoord texcoord0
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vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
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float uProgress = animationProgress;
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float uPadding = 0.0;
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vec4 getInputColor(vec2 coords) {
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vec4 getInputColor(vec2 coords) {
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vec4 color = texture2D(sampler, coords);
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vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
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if (color.a > 0.0) {
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if (color.a > 0.0) {
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color.rgb /= color.a;
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color.rgb /= color.a;
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@@ -75,17 +74,16 @@ uniform int textureWidth;
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uniform int textureHeight;
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uniform int textureHeight;
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uniform float animationProgress;
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uniform float animationProgress;
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vec2 uSize = vec2(textureWidth, textureHeight);
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bool uForOpening = forOpening == 1.0;
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varying vec2 texcoord0;
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varying vec2 texcoord0;
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#define uProgress animationProgress
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vec2 uSize = vec2(textureWidth, textureHeight);
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#define uPadding 0.0
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bool uForOpening = forOpening == 1.0;
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#define iTexCoord texcoord0
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vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
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float uProgress = animationProgress;
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float uPadding = 0.0;
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vec4 getInputColor(vec2 coords) {
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vec4 getInputColor(vec2 coords) {
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vec4 color = texture2D(sampler, coords);
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vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
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if (color.a > 0.0) {
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if (color.a > 0.0) {
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color.rgb /= color.a;
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color.rgb /= color.a;
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