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RGBs in config are no longer flat
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@@ -4,7 +4,7 @@ precision mediump float;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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uniform float bloomStrength;
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uniform sampler2D stripes;
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uniform sampler2D stripeTex;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor, cursorColor, glintColor;
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@@ -23,7 +23,7 @@ vec4 getBrightness(vec2 uv) {
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}
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void main() {
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vec3 color = texture2D(stripes, vUV).rgb;
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vec3 color = texture2D(stripeTex, vUV).rgb;
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vec4 brightness = getBrightness(vUV);
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@@ -16,7 +16,7 @@ struct Time {
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@group(0) @binding(2) var linearSampler : sampler;
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@group(0) @binding(3) var tex : texture_2d<f32>;
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@group(0) @binding(4) var bloomTex : texture_2d<f32>;
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@group(0) @binding(5) var stripeTexture : texture_2d<f32>;
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@group(0) @binding(5) var stripeTex : texture_2d<f32>;
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@group(0) @binding(6) var outputTex : texture_storage_2d<rgba8unorm, write>;
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struct ComputeInput {
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@@ -52,7 +52,7 @@ fn getBrightness(uv : vec2<f32>) -> vec4<f32> {
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var uv = vec2<f32>(coord) / vec2<f32>(screenSize);
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var color = textureSampleLevel( stripeTexture, linearSampler, uv, 0.0 ).rgb;
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var color = textureSampleLevel( stripeTex, linearSampler, uv, 0.0 ).rgb;
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var brightness = getBrightness(uv);
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