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@@ -4,6 +4,6 @@ uniform float fill;
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void fragment() {
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if ((fill + 0.5) * 0.5 >= 1.0 - UV.y)
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COLOR = vec4(0.1, 0.4, 0.4, texture(TEXTURE, UV).a);
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COLOR = vec4(1, 1, 0.1, texture(TEXTURE, UV).a);
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else COLOR = texture(TEXTURE, UV);
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}
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