arkycite recolor
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@@ -1,9 +1,8 @@
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#define HIGHP
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//shades of slag
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#define S2 vec3(89.0, 150.0, 62.0) / 255.0
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#define S1 vec3(112.0, 181.0, 81.0) / 255.0
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#define MINSHADE vec4(68.0, 118.0, 66.0, 255.0) / 255.0
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#define S1 vec4(96.0, 131.0, 66.0, 78.0) / 255.0
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#define S2 vec3(132.0, 169.0, 79.0) / 255.0
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#define S3 vec3(210.0, 221.0, 118.0) / 255.0
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#define NSCALE 170.0 / 2.0
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#define DSCALE 160.0 / 2.0
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@@ -19,7 +18,7 @@ varying vec2 v_texCoords;
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void main(){
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vec2 c = v_texCoords.xy;
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vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
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vec2 coords = (c * u_resolution) + u_campos;
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vec4 orig = texture2D(u_texture, c);
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@@ -39,7 +38,7 @@ void main(){
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if(noise > 0.85){
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if(color.g >= (S2).g - 0.1){
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color.rgb = S1;
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color.rgb = S3;
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}else{
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color.rgb = S2;
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}
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@@ -48,7 +47,7 @@ void main(){
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}
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if(orig.r > 0.01){
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color = max(MINSHADE, color);
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color = max(S1, color);
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}
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gl_FragColor = color;
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