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c5cb8373ab
commit
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//SpriteBatch will use texture unit 0
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uniform sampler2D u_texture;
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uniform vec2 u_screenResolution;
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//"in" varyings from our vertex shader
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varying vec4 vColor;
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varying vec2 vTexCoord;
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void main() {
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//sample the texture
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vec4 texColor = texture2D(u_texture, vTexCoord);
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float dx = u_screenResolution.x / 2.0 - gl_FragCoord.x;
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float dy = u_screenResolution.y / 2.0 - gl_FragCoord.y;
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float dxi = u_screenResolution.x / 2.0;
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float dyi = u_screenResolution.y / 2.0;
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float dis = sqrt(dx * dx + dy * dy);
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float disFull = sqrt(dxi * dxi + dyi * dyi);
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float disSq = (1-(dis / disFull));
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texColor.rgb = texColor.rgb * disSq * disSq * disSq * disSq * disSq;
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//final color
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gl_FragColor = texColor * vColor;
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}
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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varying vec2 vScreenPos;
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void main() {
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vColor = a_color;
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vTexCoord = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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