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Adding "glint", the shapes that appear on top of the glyphs in the Resurrections opening titles.
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@@ -7,7 +7,7 @@ uniform float bloomStrength;
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uniform sampler2D stripes;
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uniform float ditherMagnitude;
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uniform float time;
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uniform vec3 backgroundColor, cursorColor;
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uniform vec3 backgroundColor, cursorColor, glintColor;
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varying vec2 vUV;
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highp float rand( const in vec2 uv, const in float t ) {
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@@ -28,11 +28,12 @@ void main() {
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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 -= rand( gl_FragCoord.xy, time ) * ditherMagnitude;
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brightness -= rand( gl_FragCoord.xy, time ) * ditherMagnitude / 3.0;
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gl_FragColor = vec4(
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color * brightness.r
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+ min(cursorColor * brightness.g, 1.0)
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+ min(cursorColor * brightness.g, vec3(1.0))
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+ min(glintColor * brightness.b, vec3(1.0))
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+ backgroundColor,
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1.0
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);
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