Fixed some things
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@@ -7,6 +7,7 @@ precision mediump int;
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#define p2 vec3(234.0,182.0,120.0)/255.0
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#define p3 vec3(212.0,129.0,107.0)/255.0
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#define p4 vec3(142.0,77.0,72.0)/255.0
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#define roundm 0.2
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uniform sampler2D u_texture;
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uniform vec2 u_resolution;
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@@ -21,12 +22,11 @@ varying vec2 v_texCoord;
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void main() {
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ivec2 coords = ivec2((gl_FragCoord.xy - u_resolution/2.0)/u_scl);
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int roundx = 8;
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int roundy = roundx;
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float roundm = 0.2;
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//int roundx = 8;
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//int roundy = roundx;
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coords.x = (coords.x / roundx) * roundx;
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coords.y = (coords.y / roundy) * roundy;
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//coords.x = (coords.x / roundx) * roundx;
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//coords.y = (coords.y / roundy) * roundy;
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float d = (abs(float(coords.x)) - abs(float(coords.y)));
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