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Updated shaders with comments
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@ -1,13 +1,17 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;
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@ -27,18 +31,18 @@ void main()
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if (lum < lumThreshold02)
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{
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if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold03)
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{
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if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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if (mod(gl_FragCoord.x + gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold04)
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{
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if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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if (mod(gl_FragCoord.x - gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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fragColor = vec4(tc, 1.0);
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finalColor = vec4(tc, 1.0);
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}
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