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precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_invert;
varying vec2 v_texCoord;
void main() {
float mask = texture2D(u_texture, v_texCoord).r;
bool isSeed = u_invert > 0.5 ? mask < 0.5 : mask > 0.5;
if (isSeed) {
vec2 pixelCoord = floor(v_texCoord * u_resolution);
float x = pixelCoord.x;
float y = pixelCoord.y;
float xHi = floor(x / 256.0);
float xLo = x - xHi * 256.0;
float yHi = floor(y / 256.0);
float yLo = y - yHi * 256.0;
gl_FragColor = vec4(xHi / 255.0, xLo / 255.0, yHi / 255.0, yLo / 255.0);
} else {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
}
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