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postprocessor for 3dlut colcorr; dithering should be managed in "dirty" way
dirty way: loads dithered/passthru shader according to the game's config (boolean fxdither)
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14
assets/passthru.frag
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14
assets/passthru.frag
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#version 120
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main(void) {
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gl_FragColor = texture2D(u_texture, v_texCoords);
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}
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