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Minor cleanups to some shader code
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@ -10,7 +10,7 @@ uniform bool alpha = false;
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// respectively instead of color components.
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// respectively instead of color components.
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// When you draw, color will be taken from the x-y position in the "Map Texture".
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// When you draw, color will be taken from the x-y position in the "Map Texture".
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// (end DESCRIPTION)
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// (end DESCRIPTION)
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void fragment(){
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void fragment() {
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vec4 col = texture(TEXTURE, UV);
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vec4 col = texture(TEXTURE, UV);
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vec2 map_size = vec2(textureSize(map_texture, 0));
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vec2 map_size = vec2(textureSize(map_texture, 0));
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vec2 lookup_uv = vec2(round(col.x * 255.0)/(map_size.x), round(col.y * 255.0)/(map_size.y));
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vec2 lookup_uv = vec2(round(col.x * 255.0)/(map_size.x), round(col.y * 255.0)/(map_size.y));
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