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@@ -4,18 +4,21 @@ $input v_color0, v_texcoord0
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SAMPLERCUBE(u_texColor, 0);
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-uniform float u_inverse_gamma;
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-
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void main()
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{
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vec4 color = textureCube(u_texColor, v_texcoord0.xyz);
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int index = int(v_texcoord0.w*4.0 + 0.5);
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- float distance = color.bgra[index];
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+ float rgba[4];
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+ rgba[0] = color.z;
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+ rgba[1] = color.y;
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+ rgba[2] = color.x;
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+ rgba[3] = color.w;
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+ float dist = rgba[index];
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float dx = length(dFdx(v_texcoord0.xyz) );
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float dy = length(dFdy(v_texcoord0.xyz) );
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float w = 16.0*0.5*(dx+dy);
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- float a = smoothstep(0.5-w, 0.5+w, distance);
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- gl_FragColor = vec4(v_color0.rgb, v_color0.a*a);
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+ float alpha = smoothstep(0.5-w, 0.5+w, dist);
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+ gl_FragColor = vec4(v_color0.xyz, v_color0.w*alpha);
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}
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