🔧 Make shaders compatible with GLES
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@@ -37,7 +37,7 @@ void main() {
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vec4 oColor = vec4(0.0);
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for (float i = 0; i < DUST_LAYERS; ++i) {
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for (float i = 0.0; i < DUST_LAYERS; ++i) {
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// Create a random direction.
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float factor = DUST_LAYERS == 1.0 ? 0.0 : i / (DUST_LAYERS - 1.0);
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@@ -84,7 +84,7 @@ void main() {
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windowColor.rgb = mix(windowColor.rgb, dustColor, progress);
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// Dissolve and blend the layers.
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if (dustMap.x - progress > 0) {
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if (dustMap.x - progress > 0.0) {
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oColor = windowColor;
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}
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}
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@@ -94,4 +94,4 @@ void main() {
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// oColor = vec4(progress, 0, 0, 0);
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setOutputColor(oColor);
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}
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}
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