feat: crt/vignette/chromatic-aberration/pixelate shader + dynamischer F10-cycle
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#version 300 es
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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out vec4 fragColor;
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void main() {
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float pixelSize = 0.005;
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vec2 uv = floor(v_texcoord / pixelSize) * pixelSize;
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fragColor = texture(tex, uv);
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}
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