Clarify number of distortions, play with distorting bullets
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@@ -1,9 +1,10 @@
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#version 450 core
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in vec2 texPos;
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in vec2 distmask[10];
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in vec2 pinchr[10];
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in vec2 pinchg[10];
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in vec2 pinchb[10];
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const int n1 = 15;
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in vec2 distmask[n1];
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in vec2 pinchr[n1];
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in vec2 pinchg[n1];
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in vec2 pinchb[n1];
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out vec4 fColor;
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layout (binding = 1) uniform sampler2D screenTexture;
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layout (location = 0) uniform int n;
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@@ -34,8 +35,8 @@ void main()
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tposb += x * pinchb[i];
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}
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fColor.r = texture(screenTexture, tposr).r;
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fColor.b = texture(screenTexture, tposb).b;
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fColor.g = texture(screenTexture, tposg).g;
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fColor.b = texture(screenTexture, tposb).b;
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}
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// fColor = vec4
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// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r
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