Egy kis mozaik bugfix
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@@ -1,16 +0,0 @@
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#define RESOLUTION (1. / iResolution.xy)
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#define MAX_MOSAIC 16.
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#define SPEED 48.
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#define FADEOUT_TIME 1.30
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#define FADOUT_SPEED 3.
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord/iResolution.xy;
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float mosaic = floor(((iTime * SPEED) < MAX_MOSAIC) ? iTime * SPEED : (iTime * SPEED) - MAX_MOSAIC) + 1.;
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uv = floor(uv / RESOLUTION / mosaic) * RESOLUTION * mosaic;
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// Output to screen
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fragColor = texture(iChannel0,uv) * max(0., min(1., (FADEOUT_TIME * FADOUT_SPEED) - (iTime * FADOUT_SPEED)));
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}
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@@ -12,9 +12,11 @@ m = []
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def mos_1x(g):
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def mos_1x(g):
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g.mosaic = 1
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g.mosaic = 1
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g.mos_enabled = False
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def mos_2x(g):
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def mos_2x(g):
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g.mosaic = 2
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g.mosaic = 8
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g.mos_enabled = True
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def switch(game):
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def switch(game):
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global m
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global m
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@@ -47,4 +49,4 @@ def draw(game):
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i.render()
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i.render()
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panel.render()
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panel.render()
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text.render()
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text.render()
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@@ -34,10 +34,10 @@ class TextureRenderer:
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""",
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""",
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fragment_shader="""
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fragment_shader="""
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#version 330
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#version 330
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#define INV_RESOLUTION_X (1. / screen_size.x)
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#define INV_RESOLUTION_X (1. / bounds.z)
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#define INV_RESOLUTION_Y (1. / screen_size.y)
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#define INV_RESOLUTION_Y (1. / bounds.w)
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uniform vec2 screen_size;
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uniform vec4 bounds;
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform float mosaic;
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uniform float mosaic;
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uniform bool mos_enabled;
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uniform bool mos_enabled;
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