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LS: add blur and ignorezero rules
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@@ -96,6 +96,7 @@ uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int discardAlphaZero;
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uniform int applyTint;
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uniform vec3 tint;
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@@ -107,13 +108,15 @@ void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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discard;
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discard;
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if (discardAlphaZero == 1 && pixColor[3] == 0.0)
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discard;
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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)#" +
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