slight gameplay changes and new ui
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@@ -6,18 +6,17 @@ render_mode blend_mix,
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specular_disabled,
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vertex_lighting;
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uniform bool affine_mapping = false;
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global uniform bool affine_mapping = false;
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global uniform ivec2 jitter_resolution = ivec2(320, 240);
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uniform sampler2D albedo : source_color, filter_nearest;
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uniform float alpha_scissor : hint_range(0, 1) = 0.5;
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uniform float jitter: hint_range(0, 1) = 0.25;
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uniform ivec2 resolution = ivec2(320, 240);
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vec4 snap_to_position(vec4 base_position)
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{
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vec4 snapped_position = base_position;
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snapped_position.xyz = base_position.xyz / base_position.w;
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vec2 snap_resulotion = floor(vec2(resolution) * (1.0 - jitter));
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vec2 snap_resulotion = floor(vec2(jitter_resolution));
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snapped_position.x = floor(snap_resulotion.x * snapped_position.x) / snap_resulotion.x;
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snapped_position.y = floor(snap_resulotion.y * snapped_position.y) / snap_resulotion.y;
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