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24 lines
652 B
Text
24 lines
652 B
Text
uniform sampler2D _MainTex;
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uniform vec4 _CenterRadius;
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uniform float _Angle;
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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;
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float tmpvar_2;
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tmpvar_2 = max (0.0, (1.0 - length ((tmpvar_1 / _CenterRadius.zw))));
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float tmpvar_3;
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tmpvar_3 = ((tmpvar_2 * tmpvar_2) * _Angle);
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float tmpvar_4;
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tmpvar_4 = sin (tmpvar_3);
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float tmpvar_5;
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tmpvar_5 = cos (tmpvar_3);
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uv.x = ((tmpvar_5 * tmpvar_1.x) - (tmpvar_4 * tmpvar_1.y));
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uv.y = ((tmpvar_4 * tmpvar_1.x) + (tmpvar_5 * tmpvar_1.y));
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vec2 tmpvar_6;
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tmpvar_6 = (uv + _CenterRadius.xy);
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uv = tmpvar_6;
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gl_FragData[0] = texture2D (_MainTex, tmpvar_6);
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}
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