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Update/merge examples back into main repo (#192)
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35
Examples/resources/shaders/glsl120/dream_vision.fs
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35
Examples/resources/shaders/glsl120/dream_vision.fs
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#version 120
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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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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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void main()
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{
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vec4 color = texture2D(texture0, fragTexCoord);
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color += texture2D(texture0, fragTexCoord + 0.001);
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color += texture2D(texture0, fragTexCoord + 0.003);
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color += texture2D(texture0, fragTexCoord + 0.005);
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color += texture2D(texture0, fragTexCoord + 0.007);
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color += texture2D(texture0, fragTexCoord + 0.009);
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color += texture2D(texture0, fragTexCoord + 0.011);
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color += texture2D(texture0, fragTexCoord - 0.001);
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color += texture2D(texture0, fragTexCoord - 0.003);
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color += texture2D(texture0, fragTexCoord - 0.005);
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color += texture2D(texture0, fragTexCoord - 0.007);
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color += texture2D(texture0, fragTexCoord - 0.009);
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color += texture2D(texture0, fragTexCoord - 0.011);
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color.rgb = vec3((color.r + color.g + color.b)/3.0);
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color = color/9.5;
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gl_FragColor = color;
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}
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