fix glsl rand() issue on iOS
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@@ -322,7 +322,17 @@ void App::initShaders()
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#else
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"out mediump vec4 frag;\n"
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#endif
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"mediump float rand(mediump vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); }\n"
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// http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
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"highp float rand(mediump vec2 co)\n"
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"{\n"
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" highp float a = 12.9898;\n"
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" highp float b = 78.233;\n"
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" highp float c = 43758.5453;\n"
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" highp float dt= dot(co.xy ,vec2(a,b));\n"
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" highp float sn= mod(dt,3.14);\n"
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" return fract(sin(sn) * c);\n"
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"}\n"
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//"highp float rand(mediump vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); }\n"
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"void main(){\n"
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" mediump vec2 uv2 = gl_FragCoord.st / resolution;\n"
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" mediump float stencil = 1.0 - (texture(tex_stencil, (uv2+stencil_offset) * 2.0).r * 0.9) * stencil_alpha;\n"
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