Fixes #18. Updated wavy fragment shader
- Used vTexCoords instead of gl_FragCoord
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@ -67,6 +67,7 @@ func main() {
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var fragmentShader = `
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var fragmentShader = `
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#version 330 core
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#version 330 core
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in vec2 vTexCoords;
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out vec4 fragColor;
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out vec4 fragColor;
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uniform sampler2D uTexture;
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uniform sampler2D uTexture;
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@ -77,7 +78,7 @@ uniform float uSpeed;
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uniform float uTime;
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uniform float uTime;
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void main() {
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void main() {
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vec2 t = gl_FragCoord.xy / uTexBounds.zw;
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vec2 t = vTexCoords / uTexBounds.zw;
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vec3 influence = texture(uTexture, t).rgb;
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vec3 influence = texture(uTexture, t).rgb;
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if (influence.r + influence.g + influence.b > 0.3) {
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if (influence.r + influence.g + influence.b > 0.3) {
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