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Implement sonic blast rendering effect.
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Lines changed: 18 additions & 0 deletions
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#version {VERSION}
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D WorldTexture;
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uniform float Scale;
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in vec2 vTexCoord;
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out vec4 fragColor;
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void main()
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{
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if (dot(vTexCoord, vTexCoord) >= 1.0)
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discard;
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fragColor = texelFetch(WorldTexture, ivec2(gl_FragCoord.xy + Scale * vTexCoord), 0);
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}

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