Some shader optimization
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@@ -29,14 +29,11 @@ float cellular(vec2 coord) {
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}
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void fragment() {
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if (COLOR.a != 0.0) {
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vec2 coord = UV * scale;
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float pattern = cellular(coord);
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float alpha = COLOR.a;
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if (pattern > intensity) {
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alpha = 0.0;
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COLOR = vec4(COLOR.rgb, (pattern > intensity) ? 0.0 : 1.0);
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}
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COLOR = vec4(COLOR.rgb, alpha);
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}
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