Added Glitch Room Source code to Gitty
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shader_type canvas_item;
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render_mode unshaded;
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uniform bool overlay = true;
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void fragment() {
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vec4 pixel = texture(TEXTURE,UV) * COLOR;
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vec2 p = UV * vec2(224.0,256.0);
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vec3 tint = vec3(1.0);
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if (overlay) {
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if (p.y>=32.0 && p.y<64.0) tint=vec3(1.0,0.05,0.03);
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if ((p.y>=184.0 && p.y<240.0) || (p.y>=240.0 && p.x>=24.0 && p.x<136.0)) tint=vec3(0.1,1.0,0.05);
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}
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COLOR=vec4(pixel.rgb*tint,pixel.a);
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}
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