Clamp framebuffer textures to edges
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@@ -11,8 +11,10 @@ float f ( float x) {
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void main()
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{
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float t = f(length(texDist));
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fColor = vec4(texture(screenTexture
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float r = texture(screenTexture , (t*texPos - vcpos)).r ;
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vec2 gb = texture(screenTexture
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, 0.5+0.5 *( vcpos + t * (texPos - vcpos))
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)
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);
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).gb
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;
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fColor = vec4(r,gb,1);
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}
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