Shader cleanup
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@@ -1,18 +0,0 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform float u_time;
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float round(float f, float v){
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return float(int(f / v)) * v;
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}
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void main(){
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vec2 r = v_texCoords.xy;
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vec4 c = v_color * texture2D(u_texture, v_texCoords.xy);
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gl_FragColor = c * vec4(vec3(round(1.0 + sin((r.x + r.y) * 404.0 + u_time / 20.0) / 10.0, 0.05)), 1.0);
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}
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