map tests
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@ -28,6 +28,7 @@ void main() {
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int row = int(mod(gl_FragCoord.y, 4));
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float threshold = float(bayer16[col + 4 * row]) / 16.0 - 0.5;
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grey = clamp(grey + threshold * 0.1 , 0.01, 0.99);
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// texelColor.rgb = clamp(texelColor.rgb + vec3(threshold * 0.1), 0.01, 0.99);
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vec2 paluv = vec2(grey, 0.5);
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vec4 paletteValue = texture(texture1, paluv);
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@ -31,5 +31,6 @@ void main()
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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// vertexPosition = floor(vertexPosition * 6.0) / 6.0;
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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