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vec4 inColor
// @param fragCoord uv-coordinate // @return color vec4 upstreamColor(vec2 fragCoord);
The text was updated successfully, but these errors were encountered:
Appears to be because the projection shader is being run after the paint shader:
void main() { // Invoke Pixel Location in_pixelLocation = ds_pixelLocation_getPixelCoords(gl_FragCoord.xy); // Invoke Scale p0_scalei_result = p0_scale_main(p3_flatProjectioni_result); // Invoke Time Shift p1_timeShifti_result = p1_timeShift_main(); // Invoke Acid at the Disco p2_acidAtTheDisco_mainImage(p2_acidAtTheDisco_fragColor, p0_scalei_result); // Invoke Flat Projection p3_flatProjectioni_result = p3_flatProjection_main(in_pixelLocation); // Invoke Sparklez™ p5_sparklez_mainImage(p5_sparklez_fragColor, p0_scalei_result); // Invoke HSB p6_hsbi_result = p6_hsb_main(p5_sparklez_fragColor); sm_result = p6_hsbi_result; }
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The text was updated successfully, but these errors were encountered: