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@@ -7,7 +7,7 @@ uniform vec2 textureSize;
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uniform float outlineSize;
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uniform vec4 outlineColor;
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uniform float alpha;
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uniform float smoothness = 1.0; // Add this uniform for control (0.0-1.0)
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uniform float smoothness = 1.0;
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out vec4 finalColor;
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void main()
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@@ -15,7 +15,6 @@ void main()
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vec4 texel = texture(texture0, fragTexCoord);
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vec2 texelScale = vec2(outlineSize/textureSize.x, outlineSize/textureSize.y);
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// Calculate outline
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float outline = 0.0;
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int ringSamples = 16;
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int rings = 2;
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