Fixed flickering bug of ramp (all animations where sprites touch edge of their field)
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@ -9,24 +9,26 @@ const float clampBorder = 0.005;
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varying vec2 pass_TexCoords;
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vec2 getTexCoordsInAtlas(in float atlasIndex);
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vec2 getTexCoordsInAtlas(in vec2 clampedTexCoords, in float atlasIndex);
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void main() {
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vec2 texAtlasCoords = getTexCoordsInAtlas(texAtlasIndex);
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vec2 clampedTexCoords = pass_TexCoords;
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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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clampedTexCoords = clamp(pass_TexCoords, clampBorder, 1.0 - clampBorder);
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vec2 texAtlasCoords = getTexCoordsInAtlas(clampedTexCoords, texAtlasIndex);
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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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}
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vec2 getTexCoordsInAtlas(in float atlasIndex){
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vec2 getTexCoordsInAtlas(in vec2 clampedTexCoords, in float atlasIndex){
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vec2 texAtlasCoords = vec2(0.0, 0.0);
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texAtlasCoords.x = mod(pass_TexCoords.x, 1.0) / texAtlasSize.x;
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texAtlasCoords.x = mod(clampedTexCoords.x, 1.0) / texAtlasSize.x;
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texAtlasCoords.x += mod(atlasIndex, texAtlasSize.x) / texAtlasSize.x;
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texAtlasCoords.y = mod(pass_TexCoords.y, 1.0) / texAtlasSize.y;
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texAtlasCoords.y = mod(clampedTexCoords.y, 1.0) / texAtlasSize.y;
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texAtlasCoords.y += floor(atlasIndex / texAtlasSize.y) / texAtlasSize.y;
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return texAtlasCoords;
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