collisions
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@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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#define MAX_LIGHTS 12
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#define MAX_LIGHTS 32
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struct Light {
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int enabled;
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@ -11,7 +11,7 @@ uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform vec4 colDiffuse;
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#define POSTERIZE 5.0
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#define POSTERIZE 6.0
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out vec4 finalColor;
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@ -27,7 +27,7 @@ void main() {
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int col = int(mod(gl_FragCoord.x, 4));
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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 * 0.04 + 0.15 , 0.01, 0.99);
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grey = clamp(grey + threshold * 0.2 , 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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