init
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20
src/lib/shaders/glow.glsl
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20
src/lib/shaders/glow.glsl
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extern Image glowImage;
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extern float glowTime;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec3 glowInfo = Texel(glowImage, texture_coords).rgb;
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if(glowInfo.r != glowInfo.g) {
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float glowStrength = glowTime + glowInfo.b;
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if(mod(glowStrength, 2.0) < 1.0) {
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glowInfo.b = mod(glowStrength, 1.0);
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} else {
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glowInfo.b = 1.0 - mod(glowStrength, 1.0);
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}
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return Texel(texture, texture_coords) * (glowInfo.g + glowInfo.b * (glowInfo.r - glowInfo.g));
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}
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return vec4(Texel(texture, texture_coords).rgb * glowInfo.r, 1.0);
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}
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