Remove trailing spaces
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719c1551cc
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80 changed files with 309 additions and 310 deletions
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@ -20,7 +20,7 @@ void main()
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vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
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if (doGamma)// Apply gamma correction
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if (doGamma) // Apply gamma correction
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{
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color = color/(color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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@ -14,9 +14,6 @@ uniform vec2 textureSize;
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uniform float outlineSize;
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uniform vec4 outlineColor;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
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@ -2,6 +2,8 @@
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precision mediump float;
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#extension GL_OES_standard_derivatives : enable
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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@ -10,9 +10,9 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // lower = smaller glow, better quality
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const vec2 size = vec2(800, 450); // Framebuffer size
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const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
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void main()
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{
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@ -13,9 +13,9 @@ out vec4 finalColor;
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// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // lower = smaller glow, better quality
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const vec2 size = vec2(800, 450); // Framebuffer size
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const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
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void main()
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{
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