🔧 Use RGB for TV color
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@@ -13,7 +13,7 @@
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform vec4 uColor;
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uniform vec3 uColor;
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const float BLUR_WIDTH = 0.01; // Width of the gradients.
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const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
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@@ -55,7 +55,7 @@ void main() {
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float mask = tbMask * lrMask * ffMask;
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vec4 oColor = getInputColor(coords);
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oColor.rgb = mix(oColor.rgb, uColor.rgb * oColor.a, smoothstep(0.0, 1.0, prog));
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oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, prog));
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oColor.a *= mask;
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// These are pretty useful for understanding how this works.
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