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new collision displacer: got one-block-ceiling-passthru bug, but otherwise tolerable
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@@ -196,15 +196,6 @@ object TestTestMain : ApplicationAdapter() {
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ShaderProgram.pedantic = false
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blurShader = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
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// culprit #4
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blurShader.begin()
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blurShader.setUniformf("dir", 0f, 0f); //direction of blur; nil for now
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blurShader.setUniformf("resolution", maxOf(TerrarumGDX.WIDTH.toFloat(), TerrarumGDX.HEIGHT.toFloat())) //size of FBO texture
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blurShader.setUniformf("radius", 9f) //radius of blur
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blurShader.end()
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Gdx.graphics.isContinuousRendering = true // culprit #3
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batch = SpriteBatch()
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