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@@ -92,12 +92,13 @@ void main() {
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}
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// Get the window texture. We shift the texture lookup by the local derivative of
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// the claw texture in order to mimic some folding distortion. This is only possible if not using GLES.
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// the claw texture in order to mimic some folding distortion. This is only possible if
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// not using GLES.
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vec2 offset = vec2(0.0);
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#ifndef GL_ES
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offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
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#endif
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#ifndef GL_ES
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offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
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#endif
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vec4 oColor = getInputColor(coords + offset);
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