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Clean up shader files
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@ -1,12 +1,4 @@
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uniform sampler2D fireAlpha; // the texture with the scene you want to blur
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//varying vec2 vTexCoord;
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//precision mediump float;
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//uniform sampler2D tex;
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//varying float vAlpha;
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in vec2 gl_PointCoord;
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uniform sampler2D fireAlpha;
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void main () {
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vec4 texColor = texture2D(fireAlpha, gl_PointCoord);
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gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);
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@ -1,17 +1,5 @@
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varying vec2 vTexCoord;
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// remember that you should draw a screen aligned quad
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void main(void)
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{
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gl_Position = ftransform();;
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// Clean up inaccuracies
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//vec2 Pos;
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//Pos = sign(gl_Vertex.xy);
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//gl_Position = vec4(Pos, 0.0, 1.0);
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// Image-space
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//vTexCoord = gl_Vertex.xy * 0.1;//Pos * 0.1;// + 0.5;
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//gl_Position = gl_Vertex;
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gl_FrontColor = gl_Color;
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}
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