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Remove gource
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@@ -1,15 +0,0 @@
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uniform sampler2D tex;
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uniform float shadow_strength;
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uniform float texel_size;
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void main(void)
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{
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float colour_alpha = texture2D(tex,gl_TexCoord[0].xy).w;
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float shadow_alpha = texture2D(tex,gl_TexCoord[0].xy - vec2(texel_size)).w * shadow_strength;
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float combined_alpha = 1.0 - (1.0-shadow_alpha)*(1.0-colour_alpha);
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if(combined_alpha > 0.0) colour_alpha /= combined_alpha;
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gl_FragColor = gl_Color * vec4(vec3(colour_alpha), combined_alpha);
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}
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