Better fog / Research cost tweaks
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@@ -8,5 +8,5 @@ varying vec2 v_texCoords;
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void main(){
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vec4 color = texture2D(u_texture, v_texCoords.xy);
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0 - floor(color.r / QUANT) * QUANT);
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gl_FragColor = vec4(1.0, 1.0, 1.0, (1.0 - floor(color.r / QUANT) * QUANT) * (step(color.r, 0.99))) * v_color;
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}
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