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const-ifying shaders
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@@ -42,14 +42,14 @@ const vec2 bc = vec2(1.0, 0.0); //binary constant
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out vec4 fragColor;
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// man the traditional bayer crosshatch pattern looks really good on tiles...
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int bayer[16] = int[](
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const int bayer[16] = int[](
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0,8,2,10,
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12,4,14,6,
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3,11,1,9,
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15,7,13,5
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);
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float bayerSize = 4.0;
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float bayerDivider = 16;
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const float bayerSize = 4.0;
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const float bayerDivider = 16;
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ivec2 getTileXY(int tileNumber) {
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return ivec2(tileNumber % int(tilesInAtlas.x), tileNumber / int(tilesInAtlas.x));
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