Implemented many new weapons (still broken)
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@@ -7,6 +7,7 @@ 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_lighten;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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@@ -30,6 +31,7 @@ void main() {
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if(any){
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gl_FragColor = u_color;
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}else{
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gl_FragColor = texture2D(u_texture, T) * v_color;
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vec4 c = texture2D(u_texture, T);
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gl_FragColor = mix(c, vec4(1.0, 1.0, 1.0, c.a), u_lighten) * v_color;
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}
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}
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