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- #version 330
- out vec4 color;
- in vec4 v_color;
- in vec2 v_texture;
- uniform sampler2D u_sampler;
- void main()
- {
- vec2 newSamplePoint = v_texture;
- newSamplePoint *= 2;
- newSamplePoint -= 1;
- vec2 s = sign(newSamplePoint);
- newSamplePoint = abs(newSamplePoint);
- newSamplePoint =
- mix(pow(newSamplePoint, vec2(1.2)) * abs(cos(newSamplePoint*3.141592*2.f)), newSamplePoint,
- min(distance(newSamplePoint, vec2(0.2,0.2))/0.2*sqrt(2.f),1));
- newSamplePoint *= s;
- newSamplePoint += 1;
- newSamplePoint /= 2;
- color = v_color * texture2D(u_sampler, newSamplePoint);
-
- //color.rgb = vec3(length(color.rgb));
- color = texture2D(u_sampler, v_texture);
- color.a = 1;
- }
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