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temporal bayer dithering for particles
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@@ -94,6 +94,7 @@ open class ParticleBase(renderOrder: Actor.RenderOrder, var despawnUponCollision
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val oldColour = batch.color.cpy()
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if (!flagDespawn) {
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batch.shader = IngameRenderer.shaderBayerAlpha
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batch.shader.setUniformi("frame", App.GLOBAL_RENDER_TIMER.toInt() % 16)
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batch.color = drawColour
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drawBodyInGoodPosition(hitbox.startX.toFloat(), hitbox.startY.toFloat()) { x, y ->
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drawJob(x, y)
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