Converted almost everything to an I18nBundle
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@@ -1,6 +1,6 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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precision highp float;
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precision highp int;
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#endif
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#define MAX_HITS 64
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@@ -13,6 +13,7 @@ uniform vec4 u_color;
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uniform vec2 u_texsize;
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uniform float u_time;
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uniform float u_scaling;
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uniform float u_dp;
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uniform vec2 u_offset;
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uniform int u_hitamount;
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uniform vec3 u_hits[MAX_HITS];
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@@ -20,15 +21,19 @@ uniform vec3 u_hits[MAX_HITS];
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varying vec4 v_color;
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varying vec2 v_texCoord;
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float round(float f){
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return float(int(f));
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}
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void main() {
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vec2 T = v_texCoord.xy;
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vec2 coords = (T * u_texsize) + u_offset;
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T += vec2(sin(coords.y / 3.0 + u_time / 20.0) / 250.0, sin(coords.x / 3.0 + u_time / 20.0) / 250.0) * u_scaling;
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T += vec2(sin(coords.y / 3.0 + u_time / 20.0) / 240.0, sin(coords.x / 3.0 + u_time / 20.0) / 240.0) * u_scaling;
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float si = 1.0 + sin(u_time / 20.0 /*+ (coords.x + coords.y) / 30.0*/) / 8.0;
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float si = 1.0 + sin(u_time / 20.0) / 8.0;
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vec4 color = texture2D(u_texture, T) * vec4(si, si, si, 1.0);
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@@ -47,10 +52,9 @@ void main() {
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if(any){
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gl_FragColor = u_color * vec4(si, si, si, 1.0);
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}else{
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//coords.x = float(int(coords.x));
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if(color.a > 0.1){
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if(mod(coords.x + coords.y + sin(coords.x / 5.0) * 3.0 + sin(coords.y / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){
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if(mod(coords.x / u_dp + coords.y / u_dp + sin(round(coords.x / u_dp) / 5.0) * 3.0 + sin(round(coords.y / u_dp) / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){
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color *= 1.65;
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}
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