Removed Ramp glitch (same trick as with clamping borders with obstacles)
Tools (bomb) can be set on top of obstacles and even terrain!
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@ -5,6 +5,8 @@ uniform float alpha;
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uniform vec2 texAtlasSize;
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uniform vec2 texAtlasSize;
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uniform float texAtlasIndex;
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uniform float texAtlasIndex;
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const float clampBorder = 0.005;
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varying vec2 pass_TexCoords;
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varying vec2 pass_TexCoords;
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vec2 getTexCoordsInAtlas(in float atlasIndex);
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vec2 getTexCoordsInAtlas(in float atlasIndex);
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@ -12,6 +14,8 @@ vec2 getTexCoordsInAtlas(in float atlasIndex);
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void main() {
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void main() {
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vec2 texAtlasCoords = getTexCoordsInAtlas(texAtlasIndex);
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vec2 texAtlasCoords = getTexCoordsInAtlas(texAtlasIndex);
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if(texAtlasSize.x > 1.0 || texAtlasSize.y > 1.0)
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texAtlasCoords = clamp(texAtlasCoords, clampBorder, 1.0 - clampBorder);
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gl_FragColor = texture2D(texture, texAtlasCoords);
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gl_FragColor = texture2D(texture, texAtlasCoords);
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gl_FragColor.a = min(gl_FragColor.a, alpha);
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gl_FragColor.a = min(gl_FragColor.a, alpha);
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@ -5,6 +5,8 @@ uniform float alpha;
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uniform vec2 texAtlasSize;
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uniform vec2 texAtlasSize;
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uniform float texAtlasIndex;
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uniform float texAtlasIndex;
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const float clampBorder = 0.005;
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varying vec2 pass_TexCoords;
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varying vec2 pass_TexCoords;
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vec2 getTexCoordsInAtlas(in float atlasIndex);
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vec2 getTexCoordsInAtlas(in float atlasIndex);
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@ -12,6 +14,8 @@ vec2 getTexCoordsInAtlas(in float atlasIndex);
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void main() {
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void main() {
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vec2 texAtlasCoords = getTexCoordsInAtlas(texAtlasIndex);
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vec2 texAtlasCoords = getTexCoordsInAtlas(texAtlasIndex);
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if(texAtlasSize.x > 1.0 || texAtlasSize.y > 1.0)
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texAtlasCoords = clamp(texAtlasCoords, clampBorder, 1.0 - clampBorder);
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gl_FragColor = texture2D(texture, texAtlasCoords);
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gl_FragColor = texture2D(texture, texAtlasCoords);
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gl_FragColor.a = min(gl_FragColor.a, alpha);
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gl_FragColor.a = min(gl_FragColor.a, alpha);
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