Added fullscreen, player outlines, better weapon display
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@@ -12,6 +12,10 @@ uniform float u_lighten;
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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 && !(v.r < 0.01 && v.g < 0.01 && v.b < 0.01);
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}
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void main() {
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vec2 T = v_texCoord.xy;
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@@ -20,18 +24,21 @@ void main() {
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bool any = false;
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float thickness = 1.0;
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float step = 1.0;
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if(texture2D(u_texture, T).a < 0.1 &&
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(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
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texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1))
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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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vec4 c = texture2D(u_texture, T);
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if((c.r < 0.01 && c.g < 0.01 && c.b < 0.01)){
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c = vec4(0.0);
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}
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gl_FragColor = mix(c, vec4(1.0, 1.0, 1.0, c.a), u_lighten) * v_color;
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}
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}
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