Unit assembler shader fix
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@@ -7,6 +7,7 @@ uniform vec2 u_uv;
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uniform vec2 u_uv2;
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uniform float u_progress;
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uniform float u_time;
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uniform float u_alpha;
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varying vec4 v_color;
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varying vec2 v_texCoords;
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@@ -45,11 +46,11 @@ void main(){
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float dst = (abs(center.x - coords.x) + abs(center.y - coords.y))/2.0;
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if((mod(u_time / 1.5 + value, 20.0) < 15.0 && cont(t, v))){
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gl_FragColor = blend(color, v_color);
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gl_FragColor = blend(color, v_color) * vec4(vec3(1.0), u_alpha);
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}else if(dst > (1.0-u_progress) * (center.x)){
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gl_FragColor = color;
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gl_FragColor = color * vec4(vec3(1.0), u_alpha);
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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 = blend(color, v_color);
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gl_FragColor = blend(color, v_color) * vec4(vec3(1.0), u_alpha);
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}else{
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gl_FragColor = vec4(0.0);
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}
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