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Smooth block shadows / Large procedural blocks
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@ -5,18 +5,13 @@ precision mediump int;
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uniform sampler2D u_texture;
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const float round = 0.23;
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const float round = 0.01;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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void main() {
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vec4 color = texture2D(u_texture, v_texCoord.xy);
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color.a = 1.0 - color.r;
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color.rgb = vec3(0.0);
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color.a = float(int(color.a / round)) * round;
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if(color.a >= 1.0 - round){
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color.a = 1.0;
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}
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color = vec4(0.0, 0.0, 0.0, 1.0 - color.r);
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gl_FragColor = color * v_color;
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}
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