Fixed uninitialized GLSL output variable, closes #70
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@@ -33,6 +33,8 @@ out vec4 fragment;
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float apply_smooth(float theta) {
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fragment = vec4(0, 0, 0, 0);
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float idx = theta + ROTATE;
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float dir = mod(abs(idx), TWOPI);
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if (dir > PI)
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