Fix compatibility mode drunk shader (#9053)
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@@ -6,15 +6,15 @@ const highp float DistortionScale = 0.01;
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void fragment() {
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void fragment() {
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highp float mod = mix(0.0, DistortionScale, boozePower);
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highp float mod = mix(0.0, DistortionScale, boozePower);
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vec2 coord = FRAGCOORD.xy * SCREEN_PIXEL_SIZE.xy;
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highp vec2 coord = FRAGCOORD.xy * SCREEN_PIXEL_SIZE.xy;
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float time = TIME * TimeScale;
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highp float time = TIME * TimeScale;
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vec2 offset = vec2((mod * 1.5) * sin(time * 1.5), (mod * 2.0) * cos(time * 1.5 - 0.2));
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highp vec2 offset = vec2((mod * 1.5) * sin(time * 1.5), (mod * 2.0) * cos(time * 1.5 - 0.2));
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highp vec4 tex1 = zTextureSpec(SCREEN_TEXTURE, coord + offset);
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highp vec4 tex1 = zTextureSpec(SCREEN_TEXTURE, coord + offset);
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if (boozePower > 0.5) {
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if (boozePower > 0.5) {
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offset = vec2((mod * 2 - DistortionScale) * sin(time * 0.333 - 0.2), (mod * 2 - DistortionScale) * cos(time * 0.333));
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offset = vec2((mod * 2.0 - DistortionScale) * sin(time * 0.333 - 0.2), (mod * 2.0 - DistortionScale) * cos(time * 0.333));
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tex1 = mix(tex1, zTextureSpec(SCREEN_TEXTURE, coord + offset), mix(0.0, 0.3, boozePower*2-1));
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tex1 = mix(tex1, zTextureSpec(SCREEN_TEXTURE, coord + offset), mix(0.0, 0.3, boozePower*2.0-1.0));
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}
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}
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offset = vec2((mod * 1.0) * sin(time * 1.0 + 0.1), (mod * 1.0) * cos(time * 1.0));
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offset = vec2((mod * 1.0) * sin(time * 1.0 + 0.1), (mod * 1.0) * cos(time * 1.0));
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