fixed some errors
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@@ -1,22 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Test">
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<row name="value 1">
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<field type="double" default="10" id="edge_thres"/>
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</row>
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<row name="value 2">
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<field type="double" default="10" id="edge_thres2"/>
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</row>
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<row name="value 3">
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<field type="double" default="10" id="mouse_x_offset"/>
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</row>
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<row name="value 4">
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<field type="double" default="10" id="aperture"/>
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</row>
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<row name="value 5">
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<field type="double" default="10" id="xoff"/>
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</row>
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<row name="value 6">
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<field type="double" default="10" id="yoff"/>
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</row>
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<shader vert="common.vert" frag="toonify.frag"/>
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</effect>
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@@ -4,12 +4,16 @@ uniform float amount;
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uniform sampler2D tex0;
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uniform vec2 resolution; // screen resolution
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varying vec2 vTexCoord;
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#define T texture2D(tex0,.5+(p.xy*=.992))
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void main()
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{
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vec3 p = gl_FragCoord.xyz/vec3(resolution, 1.0)-.5;
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vec3 o = T.rgb;
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for (float i=0.;i<amount;i++)
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p.z += pow(max(0.,.5-length(T.rg)),2.)*exp(-i*.08);
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gl_FragColor=vec4(o*o+p.z,1);
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void main() {
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float alpha = texture2D(tex0, vTexCoord)[3];
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vec3 p = gl_FragCoord.xyz/vec3(resolution, 1.0)-.5;
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vec3 o = T.rgb;
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for (float i=0.;i<amount;i++) {
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p.z += pow(max(0.,.5-length(T.rg)),2.)*exp(-i*.08);
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}
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gl_FragColor=vec4(o*o+p.z, alpha);
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}
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@@ -0,0 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<effect name="Invert" category="Color">
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<row name="Amount">
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<field type="double" min="0" default="100" max="100" id="amount"/>
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</row>
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<shader vert="common.vert" frag="invert.frag"/>
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</effect>
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