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- uniform sampler2D frameTexture;
- uniform vec2 frameResolution;
- void main() {
- vec2 pixelCoords = (vUvs - 0.5) * resolution;
- float curTime = time*TIME_SPEED + TIME_OFFSET;
- vec4 colour = texture(frameTexture, vUvs);
- #ifdef USE_OKLAB
- colour.xyz = oklabToRGB(colour.xyz);
- #endif
- // Vignette
- colour.xyz *= vignette(vUvs);
- colour.xyz = pow(saturate3(colour.xyz), vec3(1.0 / 2.2));
- gl_FragColor = vec4(colour.xyz, 1.0);
- }
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