New placement system without limits, queue block placements
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40
core/assets/shaders/blockpreview.fragment
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40
core/assets/shaders/blockpreview.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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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 vec2 u_uv;
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uniform vec2 u_uv2;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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bool id(vec2 coords, vec4 base){
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vec4 target = texture2D(u_texture, coords);
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return target.a < 0.1 || (coords.x < u_uv.x || coords.y < u_uv.y || coords.x > u_uv2.x || coords.y > u_uv2.y);
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}
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bool cont(vec2 T, vec2 v){
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float step = 1.0;
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vec4 base = texture2D(u_texture, T);
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return base.a > 0.1 &&
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(id(T + vec2(0, step) * v, base) || id(T + vec2(0, -step) * v, base) ||
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id(T + vec2(step, 0) * v, base) || id(T + vec2(-step, 0) * v, base));
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}
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void main() {
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vec2 t = v_texCoord.xy;
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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vec2 coord = t / v;
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vec4 c = texture2D(u_texture, t);
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if(cont(t, v) ){
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gl_FragColor = u_color;
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}else{
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gl_FragColor = vec4(0.0);
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}
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}
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