着色器技术飞跃
框架跟进
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@@ -1,4 +1,4 @@
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extern float a;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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return vec4(1.,1.,1.,sign(Texel(tex,tex_coords).a)*a);
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uniform float a;
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vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){
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return vec4(1.,1.,1.,sign(texture2D(tex,texCoord).a)*a);
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}
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@@ -1,42 +1,14 @@
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#define PI 3.1415926535897932384626
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extern float w,h;
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extern float t;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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float x=scr_coords.x/w;
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float y=scr_coords.y/h;
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float dx,dy;
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uniform float phase;
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vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){
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float x=scrCoord.x/love_ScreenSize.x;
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float y=scrCoord.y/love_ScreenSize.y;
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vec3 V=vec3(0.);
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V.r=V.r+smoothstep(1.26,0.,length(vec2(0.5+cos(phase*3.*0.26)*0.4-x,0.5-sin(phase*3.*0.62)*0.4-y)));
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V.g=V.g+smoothstep(1.26,0.,length(vec2((0.5+cos(phase*3.*0.32)*0.4)-x,(0.5-sin(phase*3.*0.80)*0.4)-y)));
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V.b=V.b+smoothstep(1.26,0.,length(vec2((0.5-cos(phase*3.*0.49)*0.4)-x,(0.5+sin(phase*3.*0.18)*0.4)-y)));
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V.rg+=vec2(smoothstep(0.626,0.,length(vec2((0.5+cos(phase*0.53)*0.4)-x,(0.5-sin(phase*0.46)*0.4)-y))));
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V.rb+=vec2(smoothstep(0.626,0.,length(vec2((0.5+cos(phase*0.98)*0.4)-x,(0.5+sin(phase*0.57)*0.4)-y))));
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V.gb+=vec2(smoothstep(0.626,0.,length(vec2((0.5-cos(phase*0.86)*0.4)-x,(0.5-sin(phase*0.32)*0.4)-y))));
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dx=0.5+cos(t*3.*0.26)*0.4-x;
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dy=0.5-sin(t*3.*0.62)*0.4-y;
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dx=sqrt(dx*dx+dy*dy);
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V.r=V.r+smoothstep(1.26,0.,dx);
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dx=(0.5+cos(t*3.*0.32)*0.4)-x;
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dy=(0.5-sin(t*3.*0.80)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.g=V.g+smoothstep(1.26,0.,dx);
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dx=(0.5-cos(t*3.*0.49)*0.4)-x;
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dy=(0.5+sin(t*3.*0.18)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.b=V.b+smoothstep(1.26,0.,dx);
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dx=(0.5+cos(t*0.53)*0.4)-x;
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dy=(0.5-sin(t*0.46)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.rg+=vec2(smoothstep(0.626,0.,dx));
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dx=(0.5+cos(t*0.98)*0.4)-x;
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dy=(0.5+sin(t*0.57)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.rb+=vec2(smoothstep(0.626,0.,dx));
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dx=(0.5-cos(t*0.86)*0.4)-x;
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dy=(0.5-sin(t*0.32)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.gb+=vec2(smoothstep(0.626,0.,dx));
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dx=1.626*max(max(V.r,V.g),V.b);
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return vec4(V/dx,0.4);
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return vec4(V/max(max(V.r,V.g),V.b)/1.626,0.4);
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}
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@@ -1,10 +1,10 @@
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extern float k,b;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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vec4 texcolor=Texel(tex,tex_coords);
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uniform float k,b;
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vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){
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vec4 texcolor=texture2D(tex,texCoord);
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return vec4(
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(b+texcolor.r*k)*color.r,
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(b+texcolor.g*k)*color.g,
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(b+texcolor.b*k)*color.b,
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(texcolor.r*k+b)*color.r,
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(texcolor.g*k+b)*color.g,
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(texcolor.b*k+b)*color.b,
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texcolor.a*color.a
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);
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}
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@@ -1,10 +1,10 @@
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extern float k,b;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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vec4 texcolor=Texel(tex,tex_coords);
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uniform float k,b;
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vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){
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vec4 texcolor=texture2D(tex,texCoord);
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return vec4(
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(b+texcolor.r*k)*color.r,
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(b+texcolor.g*k)*color.g,
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(b+texcolor.b*k)*color.b,
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(texcolor.r*k+b)*color.r,
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(texcolor.g*k+b)*color.g,
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(texcolor.b*k+b)*color.b,
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texcolor.a*color.a
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);
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}
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@@ -1,9 +1,9 @@
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extern float t,w;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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float x=scr_coords.x/w;
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uniform float phase;
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vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){
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float x=scrCoord.x/love_ScreenSize.x;
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return vec4(
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.8-x*.6,
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.3+.2*sin(t),
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.3+.2*sin(phase),
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.15+x*.7,
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.4
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);
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@@ -1,10 +1,10 @@
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extern float t,h;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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float y=scr_coords.y/h;
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uniform float phase;
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vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){
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float y=scrCoord.y/love_ScreenSize.y;
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return vec4(
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.8-y*.6,
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.2+y*.4,
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.3+.1*sin(t),
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.3+.1*sin(phase),
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.4
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);
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}
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@@ -1,5 +1,5 @@
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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vec4 texcolor=Texel(tex,tex_coords);
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vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){
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vec4 texcolor=texture2D(tex,texCoord);
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return vec4(
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pow(texcolor.r+.26,.7023),
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pow(texcolor.g+.26,.7023),
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@@ -1,11 +1,11 @@
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extern float t,w,h;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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float x=scr_coords.x/w;
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float y=scr_coords.y/h;
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uniform float phase;
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vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){
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float x=scrCoord.x/love_ScreenSize.x;
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float y=scrCoord.y/love_ScreenSize.y;
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return vec4(
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.8-y*.7+.2*sin(t/6.26),
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.2+y*.5+.15*sin(t/4.),
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.2+x*.6-.1*sin(t/2.83),
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.8-y*.7+.2*sin(phase/6.26),
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.2+y*.5+.15*sin(phase/4.),
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.2+x*.6-.1*sin(phase/2.83),
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.4
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);
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}
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@@ -1,11 +1,11 @@
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extern float t,w,h;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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float x=scr_coords.x/w;
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float y=scr_coords.y/h;
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uniform float phase;
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vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){
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float x=scrCoord.x/love_ScreenSize.x;
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float y=scrCoord.y/love_ScreenSize.y;
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return vec4(
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.8-y*.8-.1*sin(t/6.26),
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.4+.1*sin(t/4.)*(y+2.)/(y+5.),
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abs(.7-x*1.4+y*.5*sin(t/16.)),
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.8-y*.8-.1*sin(phase/6.26),
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.4+.1*sin(phase/4.)*(y+2.)/(y+5.),
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abs(.7-x*1.4+y*.5*sin(phase/16.)),
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.4
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);
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}
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@@ -1,6 +1,6 @@
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extern float w,level;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 scr_coords){
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float dx=abs(scr_coords.x/w-0.5);
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uniform float level;
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vec4 effect(vec4 color,sampler2D tex,vec2 texCoord,vec2 scrCoord){
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float dx=abs(scrCoord.x/love_ScreenSize.x-0.5);
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float a=(dx*2.6-.626)*level;
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return vec4(1.,0.,0.,a);
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}
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