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dithering for semitransparent tiles
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@@ -34,6 +34,8 @@ import kotlin.system.exitProcess
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* NOTE: config "fx_dither" only controls the skybox (which is capable of having more than 256 colours
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* thanks to the hardware linear intp.) because this dithering shader is somewhat heavy.
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*
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* Semitransparency is rendered using dithering, so it is good idea to avoid them.
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* If you must add semitransparency to the tile, they must have alpha NOT premultiplied.
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* Actors' transparency (and not an UI) still uses its own lightweight ditherrer
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*/
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object IngameRenderer : Disposable {
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@@ -282,8 +284,6 @@ object IngameRenderer : Disposable {
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)
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}
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// blending is correct... somewhat. Alpha must be premultiplied
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}
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// something about RGB
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else if (KeyToggler.isOn(Input.Keys.F6) &&
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