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Jul 26th, 2013
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  1. uniform vec4 color;
  2. uniform vec2 center;
  3. uniform float radius;
  4. uniform sampler2D texture;
  5.  
  6. void main()
  7. {
  8.     vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
  9.     float difference = distance(vec2(gl_FragCoord), center) / radius;
  10.    
  11.     float alpha = 1.0 - difference;
  12.     vec4 light = vec4(color.x, color.y, color.z, alpha);
  13.    
  14.     vec4 col = pixel + light;
  15.     gl_FragColor = vec4(col.xyz, alpha);
  16. }
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