Unit assembly finalizations
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@@ -18,11 +18,13 @@ bool id(vec2 coords, vec4 base){
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}
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bool cont(vec2 T, vec2 v){
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const float step = 3.0;
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const float step = 3.5;
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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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id(T + vec2(step, 0) * v, base) || id(T + vec2(-step, 0) * v, base) ||
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id(T + vec2(step, step) * v, base) || id(T + vec2(step, -step) * v, base) ||
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id(T + vec2(-step, -step) * v, base) || id(T + vec2(-step, step) * v, base));
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}
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void main(){
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@@ -42,7 +44,7 @@ void main(){
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gl_FragColor = v_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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}else if((dst + 1.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1){
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}else if((dst + 2.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1){
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gl_FragColor = v_color;
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}else{
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gl_FragColor = vec4(0.0);
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