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26
shaders/fragment.glsl
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26
shaders/fragment.glsl
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#version 130
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out mediump vec4 color;
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in mediump vec2 texcoord;
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uniform sampler2D tex;
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uniform vec2 cursorPos;
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uniform vec2 windowSize;
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uniform vec2 screenshotSize;
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uniform float flShadow;
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uniform float flRadius;
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uniform float cameraScale;
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uniform bool gridEnabled;
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void main()
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{
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vec4 cursor = vec4(cursorPos.x, windowSize.y - cursorPos.y, 0.0, 1.0);
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color = mix(
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texture(tex, texcoord), vec4(0.0, 0.0, 0.0, 0.0),
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length(cursor - gl_FragCoord) < (flRadius * cameraScale) ? 0.0 : flShadow);
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if(gridEnabled){
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vec2 uv = texcoord * screenshotSize;
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if(fract(uv.x) < 0.04f || fract(uv.y) < 0.04f)
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color = vec4(0.0);
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}
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}
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