lisää optimointia
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@ -1,11 +1,7 @@
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#version 460
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precision mediump float;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform vec2 u_mouse;
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out vec4 my_fragColor;
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uniform sampler2D texture_sampler;
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uniform sampler2D texts;
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@ -955,6 +951,6 @@ void main()
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// fade out at the end
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// finalColor*=vec3(clamp((120.-u_time)*.35, 0., 1.));
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my_fragColor = vec4(finalColor, 1.);
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gl_FragColor = vec4(finalColor, 1.);
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}
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