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@@ -8,7 +8,7 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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-uniform vec4 fragTintColor;
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+uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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@@ -18,7 +18,7 @@ const float renderHeight = 480.0; // Use uniforms instead...
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float radius = 250.0;
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float angle = 0.8;
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-uniform vec2 center = vec2(200.0, 200.0);
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+uniform vec2 center;
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void main()
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{
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@@ -39,7 +39,7 @@ void main()
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}
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tc += center;
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- vec3 color = texture2D(texture0, tc/texSize).rgb;
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+ vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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- gl_FragColor = vec4(color, 1.0);;
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+ gl_FragColor = vec4(color.rgb, 1.0);;
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}
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