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Fixing a bug introduced with skipIntro
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@@ -38,7 +38,7 @@ float wobble(float x) {
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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if (skipIntro) {
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if (skipIntro) {
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return vec4(1., 0., 0., 0.);
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return vec4(2., 0., 0., 0.);
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}
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}
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float columnTimeOffset;
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float columnTimeOffset;
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@@ -218,7 +218,7 @@ fn getRipple(simTime : f32, screenPos : vec2<f32>) -> f32 {
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fn computeIntro (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>) -> vec4<f32> {
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fn computeIntro (simTime : f32, isFirstFrame : bool, glyphPos : vec2<f32>, screenPos : vec2<f32>, previous : vec4<f32>) -> vec4<f32> {
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if (bool(config.skipIntro)) {
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if (bool(config.skipIntro)) {
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return vec4<f32>(1.0, 0.0, 0.0, 0.0);
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return vec4<f32>(2.0, 0.0, 0.0, 0.0);
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}
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}
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var columnTimeOffset = 0.0;
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var columnTimeOffset = 0.0;
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