Shaders & textures
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#include frex:shaders/api/fragment.glsl
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#include frex:shaders/lib/math.glsl
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void frx_startFragment(inout frx_FragmentData fragData) {
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float p = (fragData.spriteColor.r + fragData.spriteColor.b) * 0.5;
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float d = abs(p - fragData.spriteColor.g);
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fragData.emissivity = (d > 0.3 && p > 0.5) ? 1 : 0;
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}
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