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radial_dim_ps.txt
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radial_dim_ps.txt
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#version 120
#define pi 3.141592653589793238462643383279
#define twopi (pi * 2.0)
varying vec2 rcoords;
varying vec2 uv;
uniform float progress;
uniform float dim_factor;
uniform sampler2D texture;
void main() {
vec4 color = texture2D(texture, uv) * gl_Color;
float ang = atan(rcoords.y, rcoords.x);
if(ang > -0.5 * pi)
ang = (ang + 0.5 * pi) / twopi;
else
ang = (ang + 2.5 * pi) / twopi;
if(ang > progress)
color.a *= dim_factor;
gl_FragColor = color;
}
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