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examples/shader: Always use 1 for an alpha
This is necessary to keep the color pre-multiplied
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@@ -32,11 +32,11 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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xoffset := (4 / srcsize.x) * cos(Time*3+texCoord.y*200)
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yoffset := (20 / srcsize.y) * (1.0 + cos(Time*3+texCoord.y*50))
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bordertex := border / srcsize.y
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clr := vec4(image2TextureBoundsAt(vec2(
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clr := image2TextureBoundsAt(vec2(
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texCoord.x+xoffset,
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-(texCoord.y+yoffset-rorigin.y)+bordertex*2+rorigin.y,
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)))
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)).rgb
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overlay := vec4(0.5, 1, 1, 1)
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return mix(clr, overlay, 0.25)
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overlay := vec3(0.5, 1, 1)
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return vec4(mix(clr, overlay, 0.25), 1)
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}
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