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vec4 defaultTexture(vec2 uv) {
float t = abs(dot(clamp((uv.xy - .5f) * 1024.f, -.5f, .5f), vec2(1.f)));
return vec4(t, .0f, t, 1.f);
}
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if ( y < 0 ) {
x = ( 1 - z );
z = ( 1 - x );
}
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