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@@ -1,5 +1,5 @@
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#define HIGHP
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#define NSCALE 2000.0
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#define NSCALE 1800.0
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#define CAMSCALE (NSCALE*1.1)
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uniform sampler2D u_texture;
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@@ -17,7 +17,7 @@ void main(){
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vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
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vec4 color = texture2D(u_texture, c);
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color.rgb = texture2D(u_stars, coords / NSCALE + vec2(0.5, 0.3) - u_ccampos / CAMSCALE);
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color.rgb = texture2D(u_stars, coords / NSCALE + vec2(0.3, 0.3) - u_ccampos / CAMSCALE).rgb;
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gl_FragColor = color;
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}
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