Began work on a "permanent/proper" fix for determining what pixels are tinted and what arnt and by how much
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@@ -1,12 +1,16 @@
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#version 430
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in vec3 pos;
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in vec4 _metadata;
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in vec2 uv;
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layout(location=1) uniform mat4 transform;
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out vec2 texCoord;
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void main() {
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uvec4 metadata = uvec4(_metadata*255);
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uint metadata = (metadata.r<<16)|(metadata.g<<8)|(metadata.b);
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gl_Position = transform * vec4(pos, 1.0);
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texCoord = uv;
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}
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