Many bugfixes and tweaks
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@@ -5,6 +5,7 @@ precision mediump int;
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#define MAX_HITS 64
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#define HIT_RADIUS 12.0
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#define ALPHA 0.18
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uniform sampler2D u_texture;
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@@ -53,7 +54,7 @@ void main() {
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color *= 1.65;
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}
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color.a = 0.18;
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color.a = ALPHA;
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for(int i = 0; i < u_hitamount; i ++){
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vec3 hit = u_hits[i];
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@@ -62,7 +63,7 @@ void main() {
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if(abs(distance(vec2(hit.x, hit.y), coords - u_texsize/2.0) - rad) < 1.0){
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color = mix(color, u_color* vec4(si, si, si, 1.0), (1.0 * fract));
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color.a = 0.18 + 0.82 *fract;
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color.a = ALPHA + 0.82 *fract;
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}
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}
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}
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