Location shaders: proper fix #321
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@ -40,9 +40,7 @@ void main() {
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// - subtract inner from outer to create the outline
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// - multiply by viewshed
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// - add center point
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a = max(d, (a - (b + c)) + c);
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if (u_mode == 0)
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a += c;
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a = max(d, (a - (b + c)) + c) + (u_mode == 0 ? c : 0.0);
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gl_FragColor = u_color * a;
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}
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}
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