#version 100
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								precision mediump float;
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								// Input vertex attributes (from vertex shader)
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								varying vec2 fragTexCoord;
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								varying vec4 fragColor;
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								// Input uniform values
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								uniform sampler2D texture0;
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								uniform vec4 colDiffuse;
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								// NOTE: Add here your custom variables
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								const float renderWidth = 800.0;      // HARDCODED for example!
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								const float renderHeight = 480.0;     // Use uniforms instead...
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								float radius = 250.0;
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								float angle = 0.8;
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								uniform vec2 center;
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								void main()
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								{
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								    vec2 texSize = vec2(renderWidth, renderHeight);
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								    vec2 tc = fragTexCoord*texSize;
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								    tc -= center;
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								    float dist = length(tc);
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								    if (dist < radius) 
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								    {
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								        float percent = (radius - dist)/radius;
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								        float theta = percent*percent*angle*8.0;
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								        float s = sin(theta);
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								        float c = cos(theta);
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								        tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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								    }
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								    tc += center;
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								    vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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								    gl_FragColor = vec4(color.rgb, 1.0);;
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								}
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