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Fixes #6 writing to uniform value
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@ -153,6 +153,9 @@ ShaderEffect {
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"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
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"vec2 cc = vec2(0.5) - qt_TexCoord0;" +
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"float distance = length(cc);" +
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"float distance = length(cc);" +
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(noise_strength ? "
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float noise = noise_strength;" : "") +
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(screen_distorsion !== 0 ? "
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(screen_distorsion !== 0 ? "
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float distortion = dot(cc, cc) * screen_distorsion;
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float distortion = dot(cc, cc) * screen_distorsion;
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vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
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vec2 coords = (qt_TexCoord0 - cc * (1.0 + distortion) * distortion);"
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@ -164,14 +167,14 @@ ShaderEffect {
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h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
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h_distortion += 0.5 * cos(time*0.04 + 0.03 + coords.y*50.0*fract(time/10.0 + 0.4));
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coords.x = coords.x + h_distortion * horizontal_distortion;" +
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coords.x = coords.x + h_distortion * horizontal_distortion;" +
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(noise_strength ? "
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(noise_strength ? "
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noise_strength += horizontal_distortion * 0.5;" : "")
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noise += horizontal_distortion * 0.5;" : "")
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: "") +
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: "") +
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"float color = texture2D(source, coords).r;" +
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"float color = texture2D(source, coords).r;" +
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(noise_strength !== 0 ? "
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(noise_strength !== 0 ? "
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color += stepNoise(coords) * noise_strength * (1.0 - distance * distance * 2.0);" : "") +
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color += stepNoise(coords) * noise * (1.0 - distance * distance * 2.0);" : "") +
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(glowing_line_strength !== 0 ? "
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(glowing_line_strength !== 0 ? "
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color += randomPass(coords) * glowing_line_strength;" : "") +
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color += randomPass(coords) * glowing_line_strength;" : "") +
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