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Added some documentation, cleaned up some code, fleshed out the remaining work to make the project a little easier for newcomers to approach
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@@ -17,7 +17,11 @@ highp float rand( const in vec2 uv, const in float t ) {
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void main() {
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vec3 color = texture2D(stripes, vUV).rgb;
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// Combine the texture and bloom
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float brightness = min(1., texture2D(tex, vUV).r * 2.) + texture2D(bloomTex, vUV).r;
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float at = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = vec4(color * at + backgroundColor, 1.0);
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// Dither: subtract a random value from the brightness
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brightness = brightness - rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = vec4(color * brightness + backgroundColor, 1.0);
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}
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