clean syntax in shader files
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@ -1,12 +1,9 @@
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uniform sampler2D map;
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uniform sampler2D map;
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uniform float cameraIndex;
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uniform float cameraIndex;
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uniform float numCameras;
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uniform float numCameras;
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uniform mat4 c2wm;
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uniform mat4 c2wm;
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varying vec2 vUv;
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varying vec2 vUv;
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varying float paintfordiscard;
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varying float paintfordiscard;
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@ -15,11 +15,10 @@ uniform mat4 c2wm;
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varying vec2 vUv;
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varying vec2 vUv;
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varying vec2 vUv1pxOffset;
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varying vec2 vUv1pxOffset;
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varying float paintfordiscard;
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varying float paintfordiscard;
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void main() {
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void main() {
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vUv = vec2( position.x / width, position.y / height ); // -> vec2(0, 0)
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vUv = vec2( position.x / width, position.y / height ); // -> vec2(0, 0)
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@ -30,12 +29,12 @@ void main() {
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for (float xoff = -1.0; xoff < 2.0; xoff++) {
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for (float xoff = -1.0; xoff < 2.0; xoff++) {
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for (float yoff = -1.0; yoff < 2.0; yoff++) {
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for (float yoff = -1.0; yoff < 2.0; yoff++) {
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vec2 thisUv = vUv + (vec2 (xoff, yoff) * vUv1pxOffset);
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vec2 thisUv = vUv + (vec2 (xoff, yoff) * vUv1pxOffset);
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vec4 color = texture2D( map, thisUv*vec2(1.0/numCameras,(1.0/3.0))+vec2(cameraIndex/numCameras,(1.0/3.0)));
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vec4 color = texture2D(map, thisUv*vec2(1.0/numCameras,(1.0/3.0))+vec2(cameraIndex/numCameras,(1.0/3.0)));
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float depth = ( color.r + color.g + color.b ) / 3.0;
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float depth = ( color.r + color.g + color.b ) / 3.0;
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if (depth < 0.01) {
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if (depth < 0.01) {
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skipctr++;
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skipctr++;
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}
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}
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}
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}
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}
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}
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