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const-ifying shaders
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@@ -21,14 +21,14 @@ uniform float zoomInv = 1.0;
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out vec4 fragColor;
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float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
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vec4 quantiser = vec4(quant);
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vec4 quantiserDivider = vec4(1.0 / quant);
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const float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
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const vec4 quantiser = vec4(quant);
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const vec4 quantiserDivider = vec4(1.0 / quant);
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vec2 boolean = vec2(0.0, 1.0);
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vec4 halfvec = vec4(0.5);
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const vec2 boolean = vec2(0.0, 1.0);
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const vec4 halfvec = vec4(0.5);
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vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0);
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vec4 nearestColour(vec4 inColor) {
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return floor(quantiser * inColor + halfvec) * quantiserDivider;
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