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- #version 100
- precision highp float;
-
- varying vec2 v_tex;
- varying vec4 v_tex_minmax;
- uniform sampler2D tex_map;
-
- void main() {
- vec2 mid = 0.5 * (v_tex_minmax.zw + v_tex_minmax.xy);
- vec2 scale = 1.0 / (v_tex_minmax.zw - v_tex_minmax.xy);
- vec2 dist = abs((v_tex - mid) * scale);
- float shade = 1.0 - step(0.49, max(dist.x, dist.y)) * 0.5;
- float add = step(0.4975, max(dist.x, dist.y)) * 0.5;
- gl_FragColor = vec4(texture2D(tex_map, clamp(v_tex.xy, v_tex_minmax.xy, v_tex_minmax.zw)).rgb * shade + vec3(add), 1.0);
- }
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