Transition to Framebuffer#blit
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@@ -3,15 +3,12 @@ precision mediump float;
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precision mediump int;
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#endif
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#define steprad 0.13
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uniform sampler2D u_texture;
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uniform vec4 u_ambient;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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void main(){
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vec4 color = texture2D(u_texture, v_texCoord.xy);
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vec4 color = texture2D(u_texture, v_texCoord);
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gl_FragColor = clamp(vec4(mix(u_ambient.rgb, color.rgb, color.a), u_ambient.a - color.a), 0.0, 1.0);
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}
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