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@@ -30,6 +30,7 @@ fragment =
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uniform vec4 u_outline_color;
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uniform vec4 u_background_color;
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uniform float u_xray_error_strength;
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+ uniform float u_flat_error_color_mix;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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@@ -73,7 +74,7 @@ fragment =
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0)
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{
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- result = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
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+ result = mix(vec4(shiftHue(layer0.rgb, hue_shift), result.a), vec4(1.,0.,0.,1.), u_flat_error_color_mix);
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}
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vec4 sum = vec4(0.0);
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@@ -122,6 +123,7 @@ fragment41core =
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uniform vec4 u_outline_color;
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uniform vec4 u_background_color;
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uniform float u_xray_error_strength;
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+ uniform float u_flat_error_color_mix;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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@@ -166,7 +168,7 @@ fragment41core =
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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{
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- result = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
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+ result = mix(vec4(shiftHue(layer0.rgb, hue_shift), result.a), vec4(1.,0.,0.,1.), u_flat_error_color_mix);
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}
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vec4 sum = vec4(0.0);
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@@ -196,6 +198,7 @@ u_layer2 = 2
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u_background_color = [0.965, 0.965, 0.965, 1.0]
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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+u_flat_error_color_mix = 0.5
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[bindings]
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