@@ -43,10 +43,15 @@ uniform sampler2D tex;
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uniform float u_mode;
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void
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main(){
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if (u_mode == 1.0) {
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vec4 c=texture2D(tex,vec2(abs(mod(v_st.s+1.0,2.0)),(v_st.t+1.0)*0.5));
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if (u_mode >= 1.0) {
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float step= 2.0;
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if (u_mode == 3.0){// dashed texture
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step =1.0;
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}
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vec4 c=texture2D(tex,vec2(abs(mod(v_st.s+1.0,step)),(v_st.t+1.0)*0.5));
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float fuzz=fwidth(c.a);
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gl_FragColor=(c * u_color) *smoothstep(0.5-fuzz,0.5+fuzz,c.a);
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gl_FragColor=(c * u_color) * smoothstep(0.5-fuzz,0.5+fuzz,c.a);
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}
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else {
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/* distance on perpendicular to the line */
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