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Cleanup
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@ -11,12 +11,7 @@ uniform vec4 u_ambient;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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float stepped(float inp){
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return inp;
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}
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void main(){
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vec4 color = texture2D(u_texture, v_texCoord.xy);
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float rounded = stepped(color.a);
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gl_FragColor = clamp(vec4(mix(u_ambient.rgb, color.rgb, rounded), u_ambient.a - rounded), 0.0, 1.0);
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gl_FragColor = clamp(vec4(mix(u_ambient.rgb, color.rgb, color.a), u_ambient.a - color.a), 0.0, 1.0);
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}
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