Minor change to sprite shader
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@@ -34,11 +34,6 @@ void main()
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%forloop%
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vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);
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// Multiply texture tint
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vec4 color = texture * texel;
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for (int i = 0; i < 32; i++) {
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if (spriteColors[i][3] == 0)
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break;
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@@ -48,11 +43,16 @@ void main()
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float gray = (bg.r + bg.g + bg.b) / 3.0;
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bg = vec3(gray, gray, gray);
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vec3 fg = fusionColor;
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color.rgb = mix(1.0 - 2.0 * (1.0 - bg) * (1.0 - fg), 2.0 * bg * fg, step(bg, vec3(0.5)));
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texture.rgb = mix(1.0 - 2.0 * (1.0 - bg) * (1.0 - fg), 2.0 * bg * fg, step(bg, vec3(0.5)));
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break;
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}
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}
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vec4 texel = vec4(outTint.bgr * outTint.a, outTint.a);
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// Multiply texture tint
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vec4 color = texture * texel;
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if (outTintEffect == 1.0) {
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// Solid color + texture alpha
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color.rgb = mix(texture.rgb, outTint.bgr * outTint.a, texture.a);
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