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Use vertically flipped UV in shader
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@ -10,7 +10,7 @@ uniform float paletteSize;
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void main() {
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vec2 uv = fragCoords;
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uv.y = -uv.y;
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vec3 fragmentColor = texture(frame, fragCoords).rgb;
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vec3 fragmentColor = texture(frame, uv).rgb;
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// render in map colors
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int closest = 0;
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