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- varying vec2 v_vTexcoord;
- uniform sampler2D texture_material_1;
- uniform vec2 texel_size;
- void main() {
- float reaction_coordinate = texture2D(gm_BaseTexture, floor(v_vTexcoord / (texel_size * 2.0)) * (texel_size * 2.0)).w;
- gl_FragColor = vec4(mix(vec3(1.0, 0.58, 0.0), vec3(1.0, 0.7, 0.4), (((reaction_coordinate - 0.55) * 10.0 + 0.5) * 2.0)), reaction_coordinate);
- gl_FragColor.rgb = vec3(1.0, 0.2, 0.0);
- if (gl_FragColor.a > 0.37) gl_FragColor.rgb = vec3(1.0, 0.8, 0.0);
- if (gl_FragColor.a > 0.65) gl_FragColor.rgb = vec3(1.0, 1.0, 1.0);
- gl_FragColor.a = float(gl_FragColor.a > 0.1);
- }
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