Mech balancing / Less glitchy menu shader
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@@ -14,20 +14,20 @@ varying vec4 v_color;
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varying vec2 v_texCoord;
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void main() {
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vec2 coords = ((v_texCoord.xy - u_uv) / (u_uv2 - u_uv) - vec2(0.5, 0.5)) * u_resolution/u_scl;
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ivec2 coords = ivec2((gl_FragCoord.xy - u_resolution/2.0)/u_scl);
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float roundx = 8.0;
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float roundy = roundx;
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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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coords.x = float(int(coords.x / roundx)) * roundx;
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coords.y = float(int(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(coords.x) - abs(coords.y);
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float d = (abs(float(coords.x)) - abs(float(coords.y)));
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float m = abs(sin(-u_time/50.0 + d/120.0));
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m = float(int(m / roundm)) * roundm + roundm;
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gl_FragColor.rgb = mix(v_color.rgb, vec3(0.0), m);
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gl_FragColor.a = mod(abs(coords.x) + abs(coords.y), 110.0) < 35.0 ? 1.0 : 0.0;
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gl_FragColor.a = mod(abs(float(coords.x)) + abs(float(coords.y)), 110.0) < 35.0 ? 1.0 : 0.0;
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}
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