work on oslworker
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@@ -1,8 +1,16 @@
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#version 110
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shader videoinput(string footage_in = "" [[ int lockgeom=0 ]],
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float s = u [[ int lockgeom=0 ]],
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float t = v [[ int lockgeom=0 ]],
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output color Cout = 0)
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{
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Cout = texture (footage_in, s, t);
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}
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/*#version 110
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varying vec2 ove_texcoord;
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uniform sampler2D footage_in;
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void main(void) {
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gl_FragColor = texture2D(footage_in, ove_texcoord);
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}
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}*/
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