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more shader shenanigans
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@@ -10,7 +10,7 @@ uniform sampler2D u_texture;
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out vec4 fragColor;
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void main(void) {
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vec4 inColor = texture2D(u_texture, v_texCoords);
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vec4 inColor = texture(u_texture, v_texCoords);
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ivec4 bytes = ivec4(255.0 * inColor);
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ivec4 mask = ivec4(0x55);
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fragColor = (bytes ^ mask) / 255.0;
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