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optimize graphics performance
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@@ -1,11 +1,11 @@
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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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uniform sampler2D tex0; // map texture
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varying vec2 texCoord; // 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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gl_FragColor = texture2D(texture, textureCoords);
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gl_FragColor = texture2D(tex0, texCoord);
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}
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@@ -1,13 +1,13 @@
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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 sampler2D tex0; // map texture
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varying vec2 texCoord; // map texture coords
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//uniform vec4 awareArea;
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void main()
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{
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gl_FragColor = texture2D(texture, textureCoords);
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gl_FragColor = texture2D(tex0, texCoord);
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}
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/*
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@@ -2,9 +2,9 @@ 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; // outfit texture
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varying vec2 textureCoords; // outfit texture coords
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uniform sampler2D maskTexture; // outfit color mask
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uniform sampler2D tex0; // outfit texture
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uniform sampler2D tex1; // outfit color mask
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varying vec2 texCoord; // outfit texture coords
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uniform vec4 headColor;
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uniform vec4 bodyColor;
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@@ -14,8 +14,8 @@ uniform vec4 feetColor;
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vec4 calcOutfitPixel()
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{
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vec4 pixel = texture2D(texture, textureCoords);
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vec4 maskColor = texture2D(maskTexture, textureCoords);
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vec4 pixel = texture2D(tex0, texCoord);
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vec4 maskColor = texture2D(tex1, texCoord);
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vec4 outColor = vec4(1.0, 1.0, 1.0, 1.0);
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if(maskColor.r > 0.1 && maskColor.g > 0.1)
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