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16 lines
477 B
Text
16 lines
477 B
Text
uniform mat4 _RotationMatrix;
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uniform sampler2D _MainTex;
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uniform vec4 _CenterRadius;
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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[0].xy;
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vec4 tmpvar_2;
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tmpvar_2.zw = vec2(0.0, 0.0);
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tmpvar_2.x = tmpvar_1.x;
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tmpvar_2.y = tmpvar_1.y;
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vec2 tmpvar_3;
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tmpvar_3 = (tmpvar_1 / _CenterRadius.zw);
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gl_FragData[0] = texture2D (_MainTex, (mix ((_RotationMatrix * tmpvar_2).xy, tmpvar_1, vec2(min (1.0, sqrt(dot (tmpvar_3, tmpvar_3))))) + _CenterRadius.xy));
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}
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