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disable texture filtering experiment
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4bf2b350c6
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@ -9,26 +9,26 @@ flat in uint v_tex_index;
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out vec4 color;
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uniform sampler2DArray tex;
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vec4 alpha_drop(vec4 b, vec4 a) {
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if ((a.w < 1.) || (b.w < 1.)) {
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return vec4(b.xyz, 0.);
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}
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return a;
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}
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// vec4 alpha_drop(vec4 b, vec4 a) {
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// if ((a.w < 1.) || (b.w < 1.)) {
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// return vec4(b.xyz, 0.);
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// }
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// return a;
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// }
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void main() {
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// base color from texture
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color = texture(tex, vec3(v_uv, v_tex_index));
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// HACKY texture "antialiasing"
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color += (
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alpha_drop(color, texture(tex, vec3(v_uv + vec2(.000, .001), v_tex_index))) +
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alpha_drop(color, texture(tex, vec3(v_uv + vec2(.001, .000), v_tex_index))) +
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alpha_drop(color, texture(tex, vec3(v_uv + vec2(.001, .001), v_tex_index))) +
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alpha_drop(color, texture(tex, vec3(v_uv - vec2(.000, .001), v_tex_index))) +
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alpha_drop(color, texture(tex, vec3(v_uv - vec2(.001, .000), v_tex_index))) +
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alpha_drop(color, texture(tex, vec3(v_uv - vec2(.001, .001), v_tex_index)))
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) / 6.;
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color /= 2.;
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// color += (
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// alpha_drop(color, texture(tex, vec3(v_uv + vec2(.000, .001), v_tex_index))) +
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// alpha_drop(color, texture(tex, vec3(v_uv + vec2(.001, .000), v_tex_index))) +
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// alpha_drop(color, texture(tex, vec3(v_uv + vec2(.001, .001), v_tex_index))) +
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// alpha_drop(color, texture(tex, vec3(v_uv - vec2(.000, .001), v_tex_index))) +
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// alpha_drop(color, texture(tex, vec3(v_uv - vec2(.001, .000), v_tex_index))) +
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// alpha_drop(color, texture(tex, vec3(v_uv - vec2(.001, .001), v_tex_index)))
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// ) / 6.;
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// color /= 2.;
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// discard fully transparent pixels
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if (color.w <= 0.0) {
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discard;
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