Build shader update
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@@ -29,18 +29,11 @@ void main() {
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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float step = 1.0;
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bool outline = 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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if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){
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if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){
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c = vec4(0.0);
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c = vec4(0.0);
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}
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}
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if(c.a > 0.01 || outline){
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if(c.a > 0.01){
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float f = abs(sin(coords.x*2.0 + u_time));
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float f = abs(sin(coords.x*2.0 + u_time));
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if(f > 0.9 )
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if(f > 0.9 )
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f = 1.0;
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f = 1.0;
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