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Migrated changes to WebGPU
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@@ -24,11 +24,11 @@ vec4 getBrightness(vec2 uv) {
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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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vec4 brightness = getBrightness(vUV);
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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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brightness -= rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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gl_FragColor = vec4(
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color * brightness.r
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