Transition to Framebuffer#blit
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@@ -14,8 +14,8 @@ uniform vec2 u_texsize;
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uniform float u_time;
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uniform float u_dp;
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uniform vec2 u_offset;
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uniform vec4 u_shieldcolor;
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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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@@ -32,7 +32,7 @@ void main(){
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(texture2D(u_texture, T + vec2(0, step) * v).a > 0.0 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.0 ||
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texture2D(u_texture, T + vec2(step, 0) * v).a > 0.0 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.0)){
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gl_FragColor = mix(v_color, vec4(1.0), si);
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gl_FragColor = mix(u_shieldcolor, vec4(1.0), si);
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}else{
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if(color.a > 0.0){
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