rewrote the render side of texture bakery, is very significantly better
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@@ -1,13 +1,13 @@
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#version 430
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layout(location=0) uniform sampler2D tex;
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in vec2 texCoord;
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in flat uint metadata;
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in vec2 texCoord;
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out vec4 colour;
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void main() {
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colour = texture(tex, texCoord)*(metadata&1);
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if (colour.a <0.0001f) {
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colour = texture(tex, texCoord);
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if (colour.a < 0.0001f && ((metadata&1u)!=0)) {
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discard;
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}
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}
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@@ -1,16 +1,15 @@
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#version 430
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layout(location=0) in vec3 pos;
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layout(location=1) in vec2 uv;
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layout(location=2) in vec4 _metadata;
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layout(location=1) in uint _metadata;
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layout(location=2) in vec2 uv;
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uniform mat4 transform;
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layout(location=1) uniform mat4 transform;
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out vec2 texCoord;
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out flat uint metadata;
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void main() {
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uvec4 meta = uvec4(_metadata*255);
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metadata = (meta.r<<16)|(meta.g<<8)|(meta.b);
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metadata = _metadata;
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gl_Position = transform * vec4(pos, 1.0);
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texCoord = uv;
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