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uniform sampler2D colorRamp;
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uniform lowp float opacity;
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uniform highp vec2 radius;
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varying highp vec2 coord;
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lowp vec4 colorAt( highp float value )
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{
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2022-11-13 10:05:53 +00:00
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return texture2D( colorRamp, vec2( value, 0.0 ) );
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2022-10-13 17:39:57 +00:00
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}
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void main()
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{
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gl_FragColor = colorAt( length( coord / radius ) ) * opacity;
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}
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