Fixed build shader / Server now displays map directory
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@@ -22,7 +22,7 @@ bool id(vec2 coords, vec4 base){
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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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const float step = 3.0;
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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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@@ -41,13 +41,8 @@ void main() {
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vec2 center = ((u_uv + u_uv2)/2.0 - u_uv) /v;
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float dst = (abs(center.x - coords.x) + abs(center.y - coords.y))/2.0;
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float chance = 1.0;
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if(u_progress > 0.8){
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chance = 1.0-(u_progress-0.8)*5.0;
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}
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if((mod(u_time / 1.5 + value, 20.0) < 5.0 && cont(t, v))){
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if((mod(u_time / 1.5 + value, 20.0) < 15.0 && cont(t, v))){
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gl_FragColor = u_color;
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}else if(dst > (1.0-u_progress) * (center.x)){
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gl_FragColor = color;
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