trimming stuff down.
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@@ -134,15 +134,36 @@ vec3 BlendHue(vec3 base, vec3 blend)
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#define BlendOpacity(base, blend, F, O) (F(base, blend) * O + blend * (1.0 - O))
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void main()
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void main ()
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{
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vec2 sz = vec2 (1024.0, 1024.0);
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vec3 step = vec3 (1.0 / 4.0, 1.0 / 4.0, 0.0);
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vec2 tex_pixel = sz * v_texCoords - step.xy / 2.0;
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vec3 multiplied = mix(texture2D(u_texture, v_texCoords).rgb, v_color.rgb * texture2D(u_texture, v_texCoords).rgb, multiply_amount * 0.67 );
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vec2 corner = floor (tex_pixel) + 1.0;
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vec2 frac = min ((corner - tex_pixel) * vec2 (4.0, 4.0), vec2 (1.0, 1.0));
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vec4 c1 = texture2D (u_texture, (floor (tex_pixel + step.zz) + 0.5) / sz);
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vec4 c2 = texture2D (u_texture, (floor (tex_pixel + step.xz) + 0.5) / sz);
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vec4 c3 = texture2D (u_texture, (floor (tex_pixel + step.zy) + 0.5) / sz);
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vec4 c4 = texture2D (u_texture, (floor (tex_pixel + step.xy) + 0.5) / sz);
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c1 *= frac.x * frac.y;
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c2 *= (1.0 - frac.x) * frac.y;
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c3 *= frac.x * (1.0 - frac.y);
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c4 *= (1.0 - frac.x) * (1.0 - frac.y);
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vec4 scaledColor = (c1 + c2 + c3 + c4);
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vec3 multiplied = mix(scaledColor.rgb, v_color.rgb * scaledColor.rgb, multiply_amount * 0.67 );
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vec3 hued = mix(multiplied, BlendHue(multiplied.rgb, v_color.rgb), hue_amount * 0.67);
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vec3 final = hued;
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gl_FragColor = vec4(final[0], final[1], final[2], texture2D(u_texture, v_texCoords).a * v_color.a);
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gl_FragColor = vec4(final[0], final[1], final[2], scaledColor.a * v_color.a);
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}
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")
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;
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@@ -968,6 +989,7 @@ void main()
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(let [[^OrthographicCamera cam] (utils/setup-viewport screen 320 240)]
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(set! (. cam zoom) 0.95)
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(let [shader (ShaderProgram. ^String v-shader ^String pix-shader)
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_ (println (.getLog shader))
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_ (update! screen :shader shader)
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