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44
core/assets/shaders/shadow.fragment
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44
core/assets/shaders/shadow.fragment
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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#define SPACE 2.0
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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_scl;
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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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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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float spacing = SPACE * u_scl;
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, min(c.a, u_color.a)), u_color,
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(1.0-step(0.001, texture2D(u_texture, v_texCoord.xy).a)) *
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step(0.001,
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//cardinals
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texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v).a +
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//cardinal edges
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, -spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, -spacing) * v).a +
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//cardinals * 2
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texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v*2.0).a
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));
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}
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