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Removed unused shader
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@ -28,7 +28,6 @@ void main() {
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for(float cy = -RADIUS; cy <= RADIUS; cy ++){
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if(cx*cx + cy*cy <= RADIUS * RADIUS && texture2D(u_texture, v_texCoord.xy + vec2(cx, cy) * v * spacing).a >= 0.001){
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gl_FragColor = u_color;
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break;
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}
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}
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}
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