add test effects: grayscale and negative
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vec4 effect() {
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vec3 color = texture(u_screen, v_uv).rgb;
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float m = (color.r + color.g + color.b) / 3.0;
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return vec4(mix(color, vec3(m), u_intensity), 1.0);
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}
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vec4 effect() {
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vec4 color = texture(u_screen, v_uv);
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color = mix(color, 1.0 - color, u_intensity);
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color.a = 1.0;
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return color;
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}
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