Fix distance fields not in the center of the screen being completely screwed up
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@@ -1,6 +1,6 @@
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uniform sampler2D Texture1;
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varying vec2 texCoords;
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varying vec4 texCoords;
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varying vec4 vertexColor;
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float aastep(float threshold, float dist) {
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@@ -22,6 +22,6 @@ float sample(vec2 tc) {
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void main(void)
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{
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float dfValue = sample(texCoords);
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float dfValue = sample(texCoords.st);
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gl_FragColor = vec4(vertexColor.rgb, vertexColor.a * dfValue);
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}
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@@ -1,10 +1,11 @@
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//We need this shader to pass the vertex color to the frag shader
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varying vec4 vertexColor;
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varying vec2 texCoords;
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varying vec4 texCoords;
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void main(void) {
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vec4 position = vec4(gl_Vertex.xyz + gl_Normal * 0.125, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * position;
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texCoords = gl_MultiTexCoord0;
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vertexColor = gl_Color;
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texCoords = gl_MultiTexCoord0.st;
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gl_Position = gl_Vertex * gl_ModelViewProjectionMatrix;
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}
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@@ -1842,7 +1842,7 @@ PrevScreen="ScreenInit"
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NextScreen=Branch.AfterInit()
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StartScreen=Branch.TitleMenu()
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#
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ForceTimer=true
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ForceTimer=false
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TimerSeconds=5
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#
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PlayMusic=false
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