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sin range chnged to [0, 1] for proper gabor patch;
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@ -7,9 +7,10 @@ out vec4 shaderOut;
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#define M_PI 3.14159265358979
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uniform float uFreq;
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uniform float uPhase;
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uniform sampler2D uMaskTex;
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void main() {
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vec2 uv = vUvs;
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float s = sin(uFreq * uv.x * 2. * M_PI + uPhase);
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shaderOut = vec4(vec3(s), 1.0);
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shaderOut = vec4(.5 + .5 * vec3(s), 1.0);
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}
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