added mosaic filter node
This commit is contained in:
@@ -31,6 +31,7 @@
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#include "generator/solid/solid.h"
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#include "generator/text/text.h"
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#include "filter/blur/blur.h"
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#include "filter/mosaic/mosaicfilternode.h"
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#include "filter/stroke/stroke.h"
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#include "input/media/media.h"
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#include "input/time/timeinput.h"
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@@ -212,6 +213,8 @@ Node *NodeFactory::CreateFromFactoryIndex(const NodeFactory::InternalID &id)
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return new CrossDissolveTransition();
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case kDipToColorTransition:
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return new DipToColorTransition();
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case kMosaicFilter:
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return new MosaicFilterNode();
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case kInternalNodeCount:
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break;
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@@ -51,6 +51,7 @@ public:
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kTextGenerator,
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kCrossDissolveTransition,
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kDipToColorTransition,
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kMosaicFilter,
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// Count value
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kInternalNodeCount
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@@ -15,6 +15,7 @@
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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add_subdirectory(blur)
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add_subdirectory(mosaic)
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add_subdirectory(stroke)
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set(OLIVE_SOURCES
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@@ -0,0 +1,22 @@
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# Olive - Non-Linear Video Editor
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# Copyright (C) 2020 Olive Team
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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set(OLIVE_SOURCES
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${OLIVE_SOURCES}
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node/filter/mosaic/mosaicfilternode.h
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node/filter/mosaic/mosaicfilternode.cpp
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PARENT_SCOPE
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)
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@@ -0,0 +1,81 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2020 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "mosaicfilternode.h"
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namespace olive {
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MosaicFilterNode::MosaicFilterNode()
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{
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tex_input_ = new NodeInput(QStringLiteral("tex_in"), NodeParam::kTexture);
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AddInput(tex_input_);
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horiz_input_ = new NodeInput(QStringLiteral("horiz_in"), NodeParam::kFloat);
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horiz_input_->set_property(QStringLiteral("min"), 1.0f);
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AddInput(horiz_input_);
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vert_input_ = new NodeInput(QStringLiteral("vert_in"), NodeParam::kFloat);
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vert_input_->set_property(QStringLiteral("min"), 1.0f);
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AddInput(vert_input_);
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}
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void MosaicFilterNode::Retranslate()
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{
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tex_input_->set_name(tr("Texture"));
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horiz_input_->set_name(tr("Horizontal"));
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vert_input_->set_name(tr("Vertical"));
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}
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NodeValueTable MosaicFilterNode::Value(NodeValueDatabase &value) const
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{
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ShaderJob job;
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job.InsertValue(tex_input_, value);
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job.InsertValue(horiz_input_, value);
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job.InsertValue(vert_input_, value);
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// Mipmapping makes this look weird
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job.SetInterpolation(tex_input_, Texture::kLinear);
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NodeValueTable table = value.Merge();
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if (!job.GetValue(tex_input_).data.isNull()) {
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TexturePtr texture = job.GetValue(tex_input_).data.value<TexturePtr>();
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if (texture
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&& job.GetValue(horiz_input_).data.toInt() != texture->width()
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&& job.GetValue(vert_input_).data.toInt() != texture->height()) {
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table.Push(NodeParam::kShaderJob, QVariant::fromValue(job), this);
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} else {
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table.Push(job.GetValue(tex_input_), this);
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}
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}
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return table;
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}
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ShaderCode MosaicFilterNode::GetShaderCode(const QString &shader_id) const
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{
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Q_UNUSED(shader_id)
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return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/mosaic.frag"), QString());
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}
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}
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@@ -0,0 +1,75 @@
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2020 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#ifndef MOSAICFILTERNODE_H
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#define MOSAICFILTERNODE_H
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#include "node/node.h"
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namespace olive {
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class MosaicFilterNode : public Node
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{
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Q_OBJECT
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public:
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MosaicFilterNode();
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virtual Node* copy() const override
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{
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return new MosaicFilterNode();
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}
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virtual QString Name() const override
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{
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return tr("Mosaic");
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}
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virtual QString id() const override
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{
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return QStringLiteral("org.olivevideoeditor.Olive.mosaicfilter");
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}
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virtual QVector<CategoryID> Category() const override
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{
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return {kCategoryFilter};
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}
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virtual QString Description() const override
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{
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return tr("Apply a pixelated mosaic filter to video.");
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}
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virtual void Retranslate() override;
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virtual NodeValueTable Value(NodeValueDatabase &value) const override;
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virtual ShaderCode GetShaderCode(const QString &shader_id) const override;
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private:
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NodeInput* tex_input_;
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NodeInput* horiz_input_;
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NodeInput* vert_input_;
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};
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}
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#endif // MOSAICFILTERNODE_H
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@@ -0,0 +1,38 @@
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#version 150
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#ifdef GL_ES
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precision highp int;
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precision highp float;
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#endif
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// Input texture
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uniform sampler2D tex_in;
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uniform float horiz_in;
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uniform float vert_in;
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// Input texture coordinate
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in vec2 ove_texcoord;
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// Output color
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out vec4 fragColor;
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void main() {
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float x;
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float y;
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if (horiz_in > 0.0) {
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x = floor(ove_texcoord.x * horiz_in) / horiz_in;
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} else {
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x = ove_texcoord.x;
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}
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if (vert_in > 0.0) {
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y = floor(ove_texcoord.y * vert_in) / vert_in;
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} else {
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y = ove_texcoord.y;
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}
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vec4 color = texture(tex_in, vec2(x, y));
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fragColor = color;
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}
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