5 lines
146 B
GLSL
5 lines
146 B
GLSL
extern float X,Y,W,H;
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vec4 effect(vec4 C,Image Tx,vec2 pos,vec2 scr_pos){
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C[3]=min((scr_pos.x-X)/W*0.3+(scr_pos.y-Y)/H*0.1,0.3)+0.5;
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return C;
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} |