You dont need to apologize~ So basically, I forgot that I only included the frag / vert files so people can read how they work, but I actually packed the contents
in superRetroPlus.js~ replace the line on 272:
var compositeFragSource = **big a* code line here lol**
With this one:
const mixValue = 0.5; var compositeFragSource = `varying vec2 vTextureCoord;
uniform sampler2D uSampler;
uniform float delta;
uniform float canvasWidth;
uniform float canvasHeight;
uniform float positionX;
uniform float positionY;
uniform float signal;
uniform float sync;
uniform float scanlines;
uniform bool enabled;
uniform bool interlacing;
uniform vec2 texsize;
uniform float checker_size;
float checker(vec2 uv, float repeats) {
float cx = floor(repeats * uv.x);
float cy = floor(repeats * uv.y); float result = mod(cx + cy, 2.0);
return sign(result);
} void main(void) {
vec4 color = texture2D(uSampler, vTextureCoord); if(sync != 0.0) {
for(float i=0.0;i<0.0005;i+=0.00006) {
for(float j=-0.0003;j<0.0003;j+=0.0003) {
vec4 colCopy = texture2D(uSampler, vTextureCoord);
color = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.t+sin(gl_FragCoord.t / sync)));
}
}
} if(interlacing == true) {
vec4 lineDown = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.t+(0.78539816345 / (canvasHeight * 2.0))));
vec4 lineUp = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.t-(0.78539816345 / (canvasHeight * 2.0))));
float checkFor = cos(gl_FragCoord.y+(delta*2.0));
if(checkFor >= (3.1415926538 / 4.0)) {
color = lineDown / 4.0;
} else {
color = lineUp / 4.0;
} color *= 4.0;
}
if(enabled == true) {
vec4 color2 = texture2D(uSampler, vTextureCoord); float result = (cos(gl_FragCoord.s*3.1415926538) + sin(gl_FragCoord.t*3.1415926539)) / 1.0;
color2.r /= (result+cos(delta) / 32.0);
color2.g /= result;
color2.b /= result; color.r += cos(delta/1.1+cos(delta))*(color2.r / 7.0);
color.g += cos(-delta+cos(delta))*(color2.g / 7.0);
color.b += cos(delta+cos(delta))*(color2.b / 7.0);
color.r+=cos(gl_FragCoord.x * 2.0) / 32.0;
color /= 1.33;
color.b /= 1.15;
for(float i=0.0;i<0.0005;i+=0.00006) {
for(float j=-0.0003;j<0.0003;j+=0.0003) {
color += (texture2D(uSampler, vec2(vTextureCoord.x+i/1.90, vTextureCoord.y+(j/3.1415926538)))) / 4.0 - (signal / 1000.0);
color -= (texture2D(uSampler, vec2(vTextureCoord.x+(i/3.1415926538), vTextureCoord.y+(j/3.1415926538)))) / 4.0 - (signal / 1000.0);
color.g *= 1.001;
color += (texture2D(uSampler, vec2(vTextureCoord.x-i/1.90, vTextureCoord.y+(j/3.1415926538)))) / 4.0 - (signal / 1000.0);
color -= (texture2D(uSampler, vec2(vTextureCoord.x-(i/3.1415926538), vTextureCoord.y+(j/3.1415926538)))) / 4.0 - (signal / 1000.0);
color.g /= 1.001;
color += (texture2D(uSampler, vec2(vTextureCoord.x+i/1.90, vTextureCoord.y-(j/3.1415926538)))) / 4.0 - (signal / 1000.0);
color -= (texture2D(uSampler, vec2(vTextureCoord.x+(i/2.0), vTextureCoord.y-(j/3.1415926538)))) / 4.0 - (signal / 1000.0);
color.b *= 1.001;
color += (texture2D(uSampler, vec2(vTextureCoord.x-i/1.80, vTextureCoord.y-(j/3.1415926538)))) / 5.0;
color -= (texture2D(uSampler, vec2(vTextureCoord.x-(i/2.0), vTextureCoord.y-(j/3.1415926538)))) / 5.0;
color.b /= 1.001;
color.r *= 1.0015;
color += (texture2D(uSampler, vec2(vTextureCoord.x-i/1.91, vTextureCoord.y-(j/3.1415926538)))) / 8.0;
color -= (texture2D(uSampler, vec2(vTextureCoord.x-(i/2.0), vTextureCoord.y-(j/3.1415926538)))) / 8.0; color.r /= 1.001;
}
} if(signal >= 1.0) {
for(float i=0.0;i<0.0005;i+=0.00006) {
for(float j=-0.0003;j<0.0003;j+=0.0003) {
color += (texture2D(uSampler, vec2((sin(delta*signal))+vTextureCoord.x+i/1.90, vTextureCoord.y+(j/3.1415926538)))) / 77.0 - signal;
color -= (texture2D(uSampler, vec2((cos(delta*signal))+vTextureCoord.x+(i/3.1415926538), vTextureCoord.y+(j/3.1415926538)))) / 77.0 - signal;
color.g *= 1.001;
color += (texture2D(uSampler, vec2((cos(delta*signal))+vTextureCoord.x-i/1.90, vTextureCoord.y+(j/3.1415926538)))) / 77.0 - signal;
color -= (texture2D(uSampler, vec2((sin(delta*signal))+vTextureCoord.x-(i/3.1415926538), vTextureCoord.y+(j/3.1415926538)))) / 77.0 - signal;
color.g /= 1.001;
color += (texture2D(uSampler, vec2((sin(delta*signal))+vTextureCoord.x+i/1.90, vTextureCoord.y-(j/3.1415926538)))) / 77.0 - signal;
color -= (texture2D(uSampler, vec2((cos(delta*signal))+vTextureCoord.x+(i/2.0), vTextureCoord.y-(j/3.1415926538)))) / 77.0 - signal;
color.b *= 1.001;
color += (texture2D(uSampler, vec2((cos(delta*signal))+vTextureCoord.x-i/1.80, vTextureCoord.y-(j/3.1415926538)))) / 77.0 - signal;
color -= (texture2D(uSampler, vec2((sin(delta*signal))+vTextureCoord.x-(i/2.0), vTextureCoord.y-(j/3.1415926538)))) / 77.0 - signal;
color.b /= 1.001; color += (texture2D(uSampler, vec2((sin(delta*signal))-vTextureCoord.x+i/1.90, vTextureCoord.y+(j/3.1415926538)))) / 77.0 - signal;
color -= (texture2D(uSampler, vec2((cos(delta*signal))-vTextureCoord.x+(i/3.1415926538), vTextureCoord.y+(j/3.1415926538)))) / 77.0 - signal;
color.g *= 1.001;
color += (texture2D(uSampler, vec2((cos(delta*signal))-vTextureCoord.x-i/1.90, vTextureCoord.y+(j/3.1415926538)))) / 77.0 - signal;
color -= (texture2D(uSampler, vec2((sin(delta*signal))-vTextureCoord.x-(i/3.1415926538), vTextureCoord.y+(j/3.1415926538)))) / 77.0 - signal;
color.g /= 1.001;
color += (texture2D(uSampler, vec2((sin(delta*signal))-vTextureCoord.x+i/1.90, vTextureCoord.y-(j/3.1415926538)))) / 77.0 - signal;
color -= (texture2D(uSampler, vec2((cos(delta*signal))-vTextureCoord.x+(i/2.0), vTextureCoord.y-(j/3.1415926538)))) / 77.0 - signal;
color.b *= 1.001;
color += (texture2D(uSampler, vec2((cos(delta*signal))-vTextureCoord.x-i/1.80, vTextureCoord.y-(j/3.1415926538)))) / 77.0 - signal;
color -= (texture2D(uSampler, vec2((sin(delta*signal))-vTextureCoord.x-(i/2.0), vTextureCoord.y-(j/3.1415926538)))) / 77.0 - signal;
color.b /= 1.001; }
}
}
}
if(scanlines > 0.0) {
color -= sin(vTextureCoord.t * (canvasHeight * 1.5)) / (100.0 - scanlines);
} gl_FragColor = mix(color, texture2D(uSampler, vTextureCoord), ${mixValue});
}`;
Basically just delete the original compositeFragSource var, and paste all of the code block there in~
Now just edit mixValue (If this doesnt work I'll get more hands on and we can use discord)