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@@ -0,0 +1,16 @@
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varying vec3 pos;
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void main()
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{
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float r = fract(sin(dot(pos.xy ,vec2(11.3713,67.3219))) * 2351.3718);
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float offset = (0.5 - r) * gl_TexCoord[0].x * 0.045;
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float intensity = min(1.0, cos((length(pos*2.0)+offset)/gl_TexCoord[0].x));
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float gradient = intensity * smoothstep(0.0, 2.0, intensity);
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gradient *= smoothstep(1.0,0.67+r*0.33, 1.0-intensity);
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gl_FragColor = gl_Color * gradient;
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}
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