1856
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1
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2 uniform sampler2D textures[2];
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3
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4 varying mediump vec2 texcoord;
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5
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6 void main()
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7 {
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8 mediump float x0 = (floor(texcoord.x * 512.0 - 0.25) + 0.5)/512.0;
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9 mediump float x1 = (floor(texcoord.x * 512.0 + 0.25) + 0.5)/512.0;
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10 mediump float y0 = (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0;
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11 mediump float y1 = (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0;
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12
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13
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14 mediump vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0);
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15 mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0);
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16 mediump float ymix = (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5;
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17 mediump float xmix = (sin(texcoord.x * 1024.0 * 3.14159265359) + 1.0) * 0.5;
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18 gl_FragColor = mix(
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19 mix(
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20 texture2D(textures[1], vec2(x0, y1)),
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21 texture2D(textures[0], vec2(x0, y0)),
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22 ymix
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23 ),
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24 mix(
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25 texture2D(textures[1], vec2(x1, y1)),
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26 texture2D(textures[0], vec2(x1, y0)),
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27 ymix
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28 ),
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29 xmix
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30 );
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31 }
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