fixed hang if dragging invalid files directly into timeline
This commit is contained in:
+42
-110
@@ -1,121 +1,53 @@
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#version 110
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uniform vec2 resolution;
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/*varying vec4 vertColor;
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varying vec4 vertTexCoord;
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uniform sampler2D texture;
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//uniform vec2 texOffset;
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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void main(void) {
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// Grouping texcoord variables in order to make it work in the GMA 950. See post #13
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// in this thread:
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// http://www.idevgames.com/forums/thread-3467.html
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vec2 texOffset = vec2(1.0);
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec2 tc0 = vertTexCoord.st + vec2(-texOffset.s, -texOffset.t);
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vec2 tc1 = vertTexCoord.st + vec2( 0.0, -texOffset.t);
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vec2 tc2 = vertTexCoord.st + vec2(+texOffset.s, -texOffset.t);
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vec2 tc3 = vertTexCoord.st + vec2(-texOffset.s, 0.0);
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vec2 tc4 = vertTexCoord.st + vec2( 0.0, 0.0);
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vec2 tc5 = vertTexCoord.st + vec2(+texOffset.s, 0.0);
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vec2 tc6 = vertTexCoord.st + vec2(-texOffset.s, +texOffset.t);
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vec2 tc7 = vertTexCoord.st + vec2( 0.0, +texOffset.t);
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vec2 tc8 = vertTexCoord.st + vec2(+texOffset.s, +texOffset.t);
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vec4 permute(vec4 x) {
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return mod289(((x * 34.0) + 1.0) * x);
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}
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vec4 col0 = texture2D(texture, tc0);
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vec4 col1 = texture2D(texture, tc1);
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vec4 col2 = texture2D(texture, tc2);
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vec4 col3 = texture2D(texture, tc3);
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vec4 col4 = texture2D(texture, tc4);
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vec4 col5 = texture2D(texture, tc5);
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vec4 col6 = texture2D(texture, tc6);
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vec4 col7 = texture2D(texture, tc7);
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vec4 col8 = texture2D(texture, tc8);
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vec4 taylorInvSqrt(vec4 r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec4 sum = 8.0 * col4 - (col0 + col1 + col2 + col3 + col5 + col6 + col7 + col8);
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gl_FragColor = vec4(sum.rgb, 1.0);// * vertColor;
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}*/
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vec3 fade(vec3 t) {
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return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
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}
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varying vec4 vertTexCoord;
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uniform sampler2D texture;
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//uniform vec2 pixels;
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float noise(vec3 P) {
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vec3 Pi0 = floor(P),
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Pi1 = Pi0 + vec3(1.0);
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Pi0 = mod289(Pi0);
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Pi1 = mod289(Pi1);
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vec3 Pf0 = fract(P),
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Pf1 = Pf0 - vec3(1.0);
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x),
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iy = vec4(Pi0.yy, Pi1.yy),
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iz0 = Pi0.zzzz,
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iz1 = Pi1.zzzz,
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ixy = permute(permute(ix) + iy),
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ixy0 = permute(ixy + iz0),
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ixy1 = permute(ixy + iz1),
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gx0 = ixy0 * (1.0 / 7.0),
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gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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gx0 = fract(gx0);
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0),
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sz0 = step(gz0, vec4(0.0));
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gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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vec4 gx1 = ixy1 * (1.0 / 7.0),
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gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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gx1 = fract(gx1);
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1),
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sz1 = step(gz1, vec4(0.0));
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gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g000 = vec3(gx0.x, gy0.x, gz0.x),
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g100 = vec3(gx0.y, gy0.y, gz0.y),
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g010 = vec3(gx0.z, gy0.z, gz0.z),
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g110 = vec3(gx0.w, gy0.w, gz0.w),
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g001 = vec3(gx1.x, gy1.x, gz1.x),
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g101 = vec3(gx1.y, gy1.y, gz1.y),
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g011 = vec3(gx1.z, gy1.z, gz1.z),
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g111 = vec3(gx1.w, gy1.w, gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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g010 *= norm0.y;
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g100 *= norm0.z;
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g110 *= norm0.w;
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vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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g001 *= norm1.x;
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g011 *= norm1.y;
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g101 *= norm1.z;
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g111 *= norm1.w;
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float n000 = dot(g000, Pf0),
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n100 = dot(g100, vec3(Pf1.x, Pf0.yz)),
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n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)),
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n110 = dot(g110, vec3(Pf1.xy, Pf0.z)),
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n001 = dot(g001, vec3(Pf0.xy, Pf1.z)),
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n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)),
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n011 = dot(g011, vec3(Pf0.x, Pf1.yz)),
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n111 = dot(g111, Pf1);
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vec3 fade_xyz = fade(Pf0);
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vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
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vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
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return mix(n_yz.x, n_yz.y, fade_xyz.x);
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}
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void main(void)
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{
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vec2 pixels = vec2(16.0, 9.0);
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void main( void ) {
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float time = 2.0;
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vec2 noiseFactor = vec2(2.0, 2.0);
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float noiseFactorTime = 2.0;
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vec2 p = gl_FragCoord.xy / resolution.y;
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//p *= vec2(800, 600);
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//p += mouse * 1.0;
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//float z = 1.0;
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//float speed = 1.0;
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//p.y += time * 0.1;
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vec2 nx = vec2(p.x * noiseFactor.x, p.y * noiseFactor.y);
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float v = noise(vec3(nx, time * noiseFactorTime) * 3.0) * 6.28318531;
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v = v * 0.15 + 0.5;
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gl_FragColor = vec4(vec3(v), 1.0);
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vec2 p = vertTexCoord.st;
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p.x -= mod(p.x, 1.0 / pixels.x);
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p.y -= mod(p.y, 1.0 / pixels.y);
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vec3 col = texture2D(texture, p).rgb;
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gl_FragColor = vec4(col, 1.0);
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}
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@@ -33,7 +33,7 @@ CornerPinEffect::CornerPinEffect(Clip *c, const EffectMeta *em) : Effect(c, em)
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bottom_right_y->id = "bottomrighty";
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perspective = add_row("Perspective:")->add_field(EFFECT_FIELD_BOOL);
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perspective->set_bool_value(false);
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perspective->set_bool_value(true);
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connect(top_left_x, SIGNAL(changed()), this, SLOT(field_changed()));
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connect(top_left_y, SIGNAL(changed()), this, SLOT(field_changed()));
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@@ -0,0 +1,20 @@
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#version 110
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varying vec2 vTexCoord;
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uniform sampler2D texture;
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uniform float pixels_x;
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uniform float pixels_y;
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uniform bool bypass;
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void main(void) {
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if (bypass) {
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gl_FragColor = texture2D(texture, vTexCoord);
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} else {
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vec2 p = vTexCoord;
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p.x -= mod(p.x, 1.0 / pixels_x);
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p.y -= mod(p.y, 1.0 / pixels_y);
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gl_FragColor = texture2D(texture, p);
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}
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}
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@@ -0,0 +1,13 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Pixelate" category="Stylize">
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<row name="Horizontal Pixels">
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<field type="double" min="0" default="16" id="pixels_x"/>
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</row>
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<row name="Vertical Pixels">
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<field type="double" min="0" default="9" id="pixels_y"/>
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</row>
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<row name="Bypass">
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<field type="bool" default="0" id="bypass"/>
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</row>
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<shader vert="common.vert" frag="pixelate.frag"/>
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</effect>
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