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Make the preview of the gradient dialog be more accurate with the result
Basically just pixelate the UVs to the canvas size.
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@ -69,9 +69,9 @@ float dither(vec2 uv, float modified_uv, ivec2 image_size) {
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void fragment() {
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vec4 original_color = texture(TEXTURE, UV);
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vec4 selection_color = texture(selection, UV);
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//vec2 tex_size = 1.0 / TEXTURE_PIXEL_SIZE;
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//vec2 uv = floor(UV * tex_size) / (tex_size - 1.0);
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float modified_uv = modify_uv(UV);
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vec2 tex_size = 1.0 / TEXTURE_PIXEL_SIZE;
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vec2 uv = floor(UV * tex_size) / (tex_size - 1.0);
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float modified_uv = modify_uv(uv);
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if (repeat == 1)
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modified_uv = fract(modified_uv);
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else if (repeat == 2)
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@ -92,7 +92,7 @@ void fragment() {
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}
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continue;
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}
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if (modified_uv > off) {
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if (modified_uv >= off) {
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if (i == n_of_colors) {
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output = second;
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}
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