Fixed block preview shader dissolve effect. Fixed reach upgrade item icons.
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@@ -3,7 +3,7 @@
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#moj_import <fog.glsl>
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uniform sampler2D Sampler0;
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uniform sampler2D Sampler7;
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uniform sampler2D Sampler2;
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uniform float GameTime;
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uniform vec4 ColorModulator;
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@@ -27,10 +27,6 @@ in vec4 normal;
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out vec4 fragColor;
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void main() {
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vec4 color2 = texture(Sampler0, texCoord0) * vertexColor * ColorModulator;
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fragColor = linear_fog(color2, vertexDistance, FogStart, FogEnd, FogColor);
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return;
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//convert gametime to seconds (roughly)
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float time = GameTime * 1200;
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@@ -58,7 +54,7 @@ void main() {
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maskcoord = vec2(worldpos.x, worldpos.y);
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maskcoord /= 20.0;
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vec4 maskColor = texture2D(Sampler7, maskcoord);
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vec4 maskColor = texture2D(Sampler2, maskcoord);
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float maskgs = maskColor.r;
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color.rgb *= vertexColor.rgb;
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