border shader
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@@ -89,8 +89,9 @@ void main()
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{
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vec2 uv = vec2(1.0 - v_uv0.x, v_uv0.y);
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vec3 rawTex = texture2D(s_texColor, uv).xyz;
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vec3 col = rawTex * u_dotColor.xyz;
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float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
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brightness = 1.0;
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// float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
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vec3 col = rawTex;
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if (uv.x < 0.1 || uv.y < 0.1 || uv.x > 0.9 || uv.y > 0.9) col *= u_dotColor.xyz;
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float brightness = 1.0;
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gl_FragColor = vec4(col * brightness, 1.0);
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}
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