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Mindustry/core/assets/shaders/fog.fragment

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#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_texture;
const float round = 0.23;
varying vec4 v_color;
varying vec2 v_texCoord;
void main() {
vec4 color = texture2D(u_texture, v_texCoord.xy);
color.a = 1.0 - color.r;
color.rgb = vec3(0.0);
color.a = float(int(color.a / round)) * round;
if(color.a >= 1.0 - round){
color.a = 1.0;
}
gl_FragColor = color * v_color;
}