puzzle ids
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@@ -11,6 +11,7 @@ SAMPLER2D(s_rampSampler, 2);
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uniform vec4 u_time;
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uniform vec4 u_testColor;
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uniform vec4 u_texInfo;
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uniform vec4 u_baseColor;
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float calcBrightness(vec3 lightPos, vec3 vertPos, vec3 normal)
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{
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@@ -103,8 +104,7 @@ void main()
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float g = dither(brightness * texColor.g, v_uv0);
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float b = dither(brightness * texColor.b, v_uv0);
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// float3 finalColor = vec3(r, g, b);
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float3 finalColor = dither(brightness, v_uv0);
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float3 ditheredColor = dither(brightness, v_uv0);
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float3 finalColor = mix(u_baseColor, texColor, ditheredColor);
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gl_FragColor = vec4(finalColor, 1.0);
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// gl_FragColor = vec4(finalColor * 0.8 + subLayer * 0.2, 1.0);
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// gl_FragColor = vec4(finalColor * 0.8 + vec3(uv % 1, 0.0) * 0.2, 1.0);
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}
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