Fixed platform shader
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@@ -1,7 +1,5 @@
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shader_type canvas_item;
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#include "get_black_n_white.gdshaderinc"
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uniform float tile_size = 8.0;
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uniform float platform_width = 24.0;
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uniform sampler2D atlas : filter_nearest;
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@@ -37,5 +35,4 @@ void fragment() {
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vec2 atlas_size = vec2(textureSize(atlas, 0));
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vec2 atlas_uv = atlas_pixel / atlas_size;
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COLOR = texture(atlas, atlas_uv);
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COLOR = get_black_and_white(COLOR, UV, TIME);
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}
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