Pixel-Composer/shaders/sh_vertex_pt/sh_vertex_pt.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
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uniform vec2 UVscale;
uniform vec2 UVshift;
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void main() {
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gl_FragColor = texture2D( gm_BaseTexture, 1. - fract((v_vTexcoord + UVshift) * UVscale) );
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}