fix segfault.glsl no float precision
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1 changed files with 2 additions and 3 deletions
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@ -3,7 +3,8 @@
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* But shouldn't return 0.0 or 17.0 (they're exclusive bounds).
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* But shouldn't return 0.0 or 17.0 (they're exclusive bounds).
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* View this shader on shadertoy: https://www.shadertoy.com/view/t3tSRj#
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* View this shader on shadertoy: https://www.shadertoy.com/view/t3tSRj#
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*/
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*/
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// TODO: go through all my TODO items
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precision highp float;
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/* ==== Text Colouring ==== */
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/* ==== Text Colouring ==== */
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#define PHOSPHOR_COL vec4(1, 1., 1., 1.)
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#define PHOSPHOR_COL vec4(1, 1., 1., 1.)
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@ -22,8 +23,6 @@ const float noiseSwirlStepValue = noiseSwirlValue / float(noiseSwirlSteps);
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const float noiseScale = 1.0;
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const float noiseScale = 1.0;
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const float noiseTimeScale = 0.1;
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const float noiseTimeScale = 0.1;
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precision highp float;
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// ===================================================================
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// ===================================================================
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// Library Functions
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// Library Functions
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//
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//
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