pattern offset, invert and flip(xy)
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@@ -253,6 +253,7 @@ void App::initShaders()
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"uniform mediump float pattern_bright;\n"
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"uniform mediump float pattern_contr;\n"
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"uniform mediump vec2 pattern_offset;\n"
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"uniform mediump bool pattern_invert;\n"
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"in mediump vec2 uv;\n"
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"out mediump vec4 frag;\n"
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@@ -266,6 +267,8 @@ void App::initShaders()
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" if (use_pattern){\n"
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" mediump vec2 rscale = resolution / vec2(512.0);\n"
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" mediump float patt = texture(tex_pattern, uv * (0.5 / pattern_scale) * rscale + pattern_offset).r;\n"
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" if (pattern_invert)\n"
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" patt = 1.0 - patt;\n"
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" if (pattern_bright != 0.5)\n"
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" patt = brightness1(patt, 1.0 - pattern_bright);\n"
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" if (pattern_contr != 0.5)\n"
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@@ -433,6 +436,7 @@ void App::initShaders()
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"uniform mediump float pattern_bright;\n"
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"uniform mediump float pattern_contr;\n"
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"uniform mediump vec2 pattern_offset;\n"
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"uniform mediump bool pattern_invert;\n"
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"in mediump vec2 uv;\n"
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"in mediump vec2 uv_2;\n"
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@@ -451,6 +455,8 @@ void App::initShaders()
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" if (use_pattern){\n"
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" mediump vec2 rscale = resolution / vec2(512.0);\n"
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" mediump float patt = texture(tex_pattern, uv2 * (0.5 / pattern_scale) * rscale + pattern_offset).r;\n"
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" if (pattern_invert)\n"
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" patt = 1.0 - patt;\n"
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" if (pattern_bright != 0.5)\n"
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" patt = brightness1(patt, 1.0 - pattern_bright);\n"
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" if (pattern_contr != 0.5)\n"
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