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@@ -15,8 +15,8 @@ uniform float m_Luminance3;
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uniform float m_Luminance4;
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uniform float m_Luminance5;
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-uniform int m_LineDistance;
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-uniform int m_LineThickness;
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+uniform float m_LineDistance;
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+uniform float m_LineThickness;
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void main() {
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vec4 texVal = getColor(m_Texture, texCoord);
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@@ -25,11 +25,11 @@ void main() {
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float lum = texVal.r*0.2126 + texVal.g*0.7152 + texVal.b*0.0722;
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if (lum < m_Luminance1){
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- if (mod(gl_FragCoord.x + gl_FragCoord.y, m_LineDistance * 2) < m_LineThickness)
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+ if (mod(gl_FragCoord.x + gl_FragCoord.y, m_LineDistance * 2.0) < m_LineThickness)
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linePixel = 1;
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}
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if (lum < m_Luminance2){
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- if (mod(gl_FragCoord.x - gl_FragCoord.y, m_LineDistance * 2) < m_LineThickness)
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+ if (mod(gl_FragCoord.x - gl_FragCoord.y, m_LineDistance * 2.0) < m_LineThickness)
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linePixel = 1;
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}
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if (lum < m_Luminance3){
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