Remove useless indentation
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@@ -6,12 +6,12 @@ uniform vec2 blueOff;
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void main()
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{
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vec2 uv = getCamPos(openfl_TextureCoordv);
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vec4 col;
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col.r = textureCam(bitmap, uv + redOff).r;
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col.g = textureCam(bitmap, uv + greenOff).g;
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col.b = textureCam(bitmap, uv + blueOff).b;
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col.a = texture2D(bitmap, openfl_TextureCoordv).a;
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vec2 uv = getCamPos(openfl_TextureCoordv);
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vec4 col;
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col.r = textureCam(bitmap, uv + redOff).r;
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col.g = textureCam(bitmap, uv + greenOff).g;
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col.b = textureCam(bitmap, uv + blueOff).b;
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col.a = texture2D(bitmap, openfl_TextureCoordv).a;
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gl_FragColor = col;
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gl_FragColor = col;
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}
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@@ -6,10 +6,10 @@ uniform float strength;
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void main() {
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vec2 uv = getCamPos(openfl_TextureCoordv);
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vec3 col = pow(textureCam(bitmap, uv).rgb, vec3(1.0 / strength));
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vec3 col = pow(textureCam(bitmap, uv).rgb, vec3(1.0 / strength));
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float vignette = mix(1.0, 1.0 - amount, distance(uv, vec2(0.5)));
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col = pow(mix(col * color, col, vignette), vec3(strength));
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float vignette = mix(1.0, 1.0 - amount, distance(uv, vec2(0.5)));
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col = pow(mix(col * color, col, vignette), vec3(strength));
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gl_FragColor = vec4(col, 1.0);
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}
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@@ -3,9 +3,9 @@
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// Used in colorwheel
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vec3 hsvToRgb(vec3 c) { //hsv.x = hue, hsv.y = saturation, hsv.z = value
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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uniform float hue;
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