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add glsl shader update system
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20
blueprints/.glsl/Image_Channels_23.frag
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20
blueprints/.glsl/Image_Channels_23.frag
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#version 300 es
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precision highp float;
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uniform sampler2D u_image0;
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uniform vec2 u_resolution;
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in vec2 v_texCoord;
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layout(location = 0) out vec4 fragColor0;
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layout(location = 1) out vec4 fragColor1;
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layout(location = 2) out vec4 fragColor2;
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layout(location = 3) out vec4 fragColor3;
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void main() {
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vec4 color = texture(u_image0, v_texCoord);
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// Output each channel as grayscale to separate render targets
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fragColor0 = vec4(vec3(color.r), 1.0); // Red channel
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fragColor1 = vec4(vec3(color.g), 1.0); // Green channel
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fragColor2 = vec4(vec3(color.b), 1.0); // Blue channel
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fragColor3 = vec4(vec3(color.a), 1.0); // Alpha channel
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}
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