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lines changed Original file line number Diff line number Diff line change @@ -216,15 +216,15 @@ class EffectTransform {
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dst [ 1 ] = ( dst [ 1 ] - skinUniforms . u_logicalBounds [ 1 ] ) /
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( skinUniforms . u_logicalBounds [ 3 ] - skinUniforms . u_logicalBounds [ 1 ] ) ;
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- const pointOutsideLogicalBounds = dst [ 0 ] < 0 || dst [ 0 ] > 1 || dst [ 1 ] < 0 || dst [ 1 ] > 1 ;
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+ const pointInsideLogicalBounds = dst [ 0 ] >= 0 && dst [ 0 ] <= 1 && dst [ 1 ] >= 0 && dst [ 1 ] <= 1 ;
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// Only apply mosaic and pixelate effects to points inside the "logical bounds".
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- if ( ( effects & ShaderManager . EFFECT_INFO . mosaic . mask ) !== 0 && ! pointOutsideLogicalBounds ) {
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+ if ( ( effects & ShaderManager . EFFECT_INFO . mosaic . mask ) !== 0 && pointInsideLogicalBounds ) {
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// texcoord0 = fract(u_mosaic * texcoord0);
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dst [ 0 ] = uniforms . u_mosaic * dst [ 0 ] % 1 ;
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dst [ 1 ] = uniforms . u_mosaic * dst [ 1 ] % 1 ;
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}
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- if ( ( effects & ShaderManager . EFFECT_INFO . pixelate . mask ) !== 0 && ! pointOutsideLogicalBounds ) {
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+ if ( ( effects & ShaderManager . EFFECT_INFO . pixelate . mask ) !== 0 && pointInsideLogicalBounds ) {
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// vec2 pixelTexelSize = u_skinSize / u_pixelate;
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const texelX = skinUniforms . u_skinSize [ 0 ] / uniforms . u_pixelate ;
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const texelY = skinUniforms . u_skinSize [ 1 ] / uniforms . u_pixelate ;
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