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A bit more cleanup in preparation for the reformulation
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@@ -35,5 +35,4 @@ void main() {
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vec3 code = mix(webcam, vec3(0.7, 1.0, 0.4), texture2D(tex, uv).r * (1.0 + intensity * 0.3) + texture2D(bloomTex, uv).r * 0.5);
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gl_FragColor = vec4(code, 1.0);
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// gl_FragColor = vec4(uv, 0.5, 1.0);
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}
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@@ -17,7 +17,6 @@ uniform bool showDebugView;
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uniform bool volumetric;
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varying vec2 vUV;
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varying vec3 vChannel;
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varying vec4 vShine, vSymbol;
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varying float vDepth;
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@@ -104,7 +103,7 @@ void main() {
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1.
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);
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} else {
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gl_FragColor = vec4(vChannel * brightness * alpha, 1.);
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gl_FragColor = vec4(brightness * alpha, 0., 0., 1.);
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}
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}
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@@ -10,7 +10,6 @@ uniform vec2 screenSize;
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uniform float time, animationSpeed, forwardSpeed;
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uniform bool volumetric;
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varying vec2 vUV;
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varying vec3 vChannel;
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varying vec4 vShine, vSymbol;
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varying float vDepth;
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@@ -36,8 +35,6 @@ void main() {
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vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner * vec2(density, 1.)) * quadSize;
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vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
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vChannel = vec3(1.0, 0.0, 0.0);
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// Convert the world space position to screen space
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if (volumetric) {
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pos.x /= glyphHeightToWidth;
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