Pixelated
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@@ -8,6 +8,7 @@ uniform int direction;
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const int FRAMES = 1;
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const int DIRECTIONS = 4;
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const float PIXEL_UNIT = 1.0 / 32.0; // Define pixel-perfect unit
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void vertex() {
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vec2 tileSize = vec2(1.0 / float(DIRECTIONS), 1.0 / float(FRAMES));
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@@ -26,6 +27,9 @@ void vertex() {
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} else if(VERTEX_ID == 0) {
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UV = bottomRight;
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}
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// Round UV to the nearest pixel-perfect unit
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UV = floor(UV / PIXEL_UNIT + 0.5) * PIXEL_UNIT;
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}
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void fragment() {
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