revert to vanilla assets
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35
public/assets/minecraft/shaders/post/bits.fsh
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35
public/assets/minecraft/shaders/post/bits.fsh
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#version 330
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uniform sampler2D InSampler;
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in vec2 texCoord;
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layout(std140) uniform SamplerInfo {
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vec2 OutSize;
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vec2 InSize;
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};
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layout(std140) uniform BitsConfig {
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float Resolution;
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float MosaicSize;
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};
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out vec4 fragColor;
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const float Saturation = 1.5;
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void main() {
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vec2 oneTexel = 1.0 / InSize;
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vec2 mosaicInSize = InSize / MosaicSize;
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vec2 fractPix = fract(texCoord * mosaicInSize) / mosaicInSize;
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vec4 baseTexel = texture(InSampler, texCoord - fractPix);
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vec3 fractTexel = baseTexel.rgb - fract(baseTexel.rgb * Resolution) / Resolution;
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float luma = dot(fractTexel, vec3(0.3, 0.59, 0.11));
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vec3 chroma = (fractTexel - luma) * Saturation;
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baseTexel.rgb = luma + chroma;
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baseTexel.a = 1.0;
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fragColor = baseTexel;
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}
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