Optimizations
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@@ -3,6 +3,8 @@ precision mediump float;
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precision mediump int;
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#endif
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#define SPACE 1.0
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uniform sampler2D u_texture;
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uniform vec4 u_color;
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@@ -11,30 +13,15 @@ uniform vec2 u_texsize;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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bool id(vec4 v){
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return v.a > 0.1;
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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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bool any = false;
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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float step = 1.0;
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vec4 c = texture2D(u_texture, T);
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if(texture2D(u_texture, T).a < 0.1 &&
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(id(texture2D(u_texture, T + vec2(0, step) * v)) || id(texture2D(u_texture, T + vec2(0, -step) * v)) ||
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id(texture2D(u_texture, T + vec2(step, 0) * v)) || id(texture2D(u_texture, T + vec2(-step, 0) * v))))
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any = true;
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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 = c * v_color;
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}
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gl_FragColor = mix(c * v_color, u_color,
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(1.0-step(0.1, texture2D(u_texture, v_texCoord.xy).a)) *
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step(0.1, texture2D(u_texture, v_texCoord.xy + vec2(0, SPACE) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -SPACE) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(SPACE, 0) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-SPACE, 0) * v).a));
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}
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