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30 lines
743 B
Text
30 lines
743 B
Text
uniform float _Angle;
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uniform vec4 _CenterRadius;
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uniform sampler2D _MainTex;
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[1].xy;
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vec2 uv_2;
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vec2 x_3;
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x_3 = (tmpvar_1 / _CenterRadius.zw);
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float tmpvar_4;
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tmpvar_4 = max (0.0, (1.0 - sqrt(
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dot (x_3, x_3)
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)));
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float tmpvar_5;
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tmpvar_5 = ((tmpvar_4 * tmpvar_4) * _Angle);
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float tmpvar_6;
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tmpvar_6 = sin(tmpvar_5);
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float tmpvar_7;
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tmpvar_7 = cos(tmpvar_5);
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uv_2.x = ((tmpvar_7 * tmpvar_1.x) - (tmpvar_6 * tmpvar_1.y));
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uv_2.y = ((tmpvar_6 * tmpvar_1.x) + (tmpvar_7 * tmpvar_1.y));
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vec2 tmpvar_8;
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tmpvar_8 = (uv_2 + _CenterRadius.xy);
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uv_2 = tmpvar_8;
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gl_FragData[0] = texture2D (_MainTex, tmpvar_8);
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}
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// inputs: 1, stats: 16 alu 1 tex 0 flow
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