Update screen.glslf
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@@ -4,10 +4,6 @@ out vec4 f_color;
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uniform sampler2D u_texture0;
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uniform sampler2D u_texture0;
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uniform ivec2 u_screenSize;
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uniform ivec2 u_screenSize;
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float random(vec2 st){
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return fract(sin(dot(st.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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// Vignette
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// Vignette
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vec4 apply_vignette(vec4 color)
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vec4 apply_vignette(vec4 color)
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{
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{
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