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at least now I know which part is to be patched...
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@@ -16,7 +16,7 @@ uniform vec2 screenDimension;
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uniform vec2 tilesInAxes; // vec2(tiles_in_horizontal, tiles_in_vertical)
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uniform ivec2 tilemapDimension;
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uniform sampler2D tilemap; // MUST be RGBA8888
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uniform sampler2D tilemap; // RGB888, A is optional and will be completely ignored
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uniform sampler2D tilesAtlas;
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uniform sampler2D backgroundTexture;
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@@ -72,6 +72,9 @@ void main() {
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highp vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffset;// where we should be actually looking for in atlas, using UV coord (0..1)
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// TODO blend a breakage (0xrrggbb where 0xr0 -- upper 4 bits of int_red component)
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if (tileXY.x == 0 && tileXY.y == 0)
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gl_FragColor = nocolour;
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else
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