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1 #version 330 core |
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2 |
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3 uniform sampler2D uTexture; |
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4 in vec2 vTextureXY; |
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5 out vec4 fColor; |
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6 |
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7 void main(){ |
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8 fColor = texture(uTexture, vTextureXY).rgba; |
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9 |
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10 float lineCount = 260.; |
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11 fColor.xyz *= abs(sin(radians(vTextureXY.y * 180. * lineCount))); |
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12 } |