qskinny/src/nodes/shaders/gradientradial.frag

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uniform sampler2D colorRamp;
uniform lowp float opacity;
uniform highp vec2 radius;
varying highp vec2 coord;
lowp vec4 colorAt( highp float value )
{
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return texture2D( colorRamp, vec2( value, 0.0 ) );
}
void main()
{
gl_FragColor = colorAt( length( coord / radius ) ) * opacity;
}