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Added full block descriptions, improved shield shaders
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@ -8,6 +8,7 @@ uniform sampler2D u_texture;
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uniform vec4 u_color;
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uniform vec2 u_texsize;
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uniform float u_time;
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uniform float u_scaling;
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uniform vec2 u_offset;
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varying vec4 v_color;
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@ -19,7 +20,7 @@ void main() {
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vec2 coords = (T * u_texsize) + u_offset;
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T += vec2(sin(coords.y / 3.0 + u_time / 20.0) / 250.0, sin(coords.x / 3.0 + u_time / 20.0) / 250.0);
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T += vec2(sin(coords.y / 3.0 + u_time / 20.0) / 250.0, sin(coords.x / 3.0 + u_time / 20.0) / 250.0) * u_scaling;
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float si = 1.0 + sin(u_time / 20.0 /*+ (coords.x + coords.y) / 30.0*/) / 8.0;
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