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optimizations
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@@ -2,11 +2,10 @@ uniform float opacity; // painter opacity
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uniform vec4 color; // painter color
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uniform float time; // time in seconds since shader linkage
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uniform sampler2D texture; // map texture
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varying vec2 textureCoords; // map texture coords
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//uniform int itemId; // item id
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varying vec2 textureCoords; // map texture coords
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void main()
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{
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vec4 outColor = texture2D(texture, textureCoords);
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gl_FragColor = outColor * opacity;
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gl_FragColor = texture2D(texture, textureCoords);
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}
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