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uniform sampler1D palette;
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uniform vec2 fmp;
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uniform float fmp2_m_radius2;
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uniform vec3 inv_matrix_m0;
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uniform vec3 inv_matrix_m1;
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uniform vec3 inv_matrix_m2;
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vec4 brush()
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{
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mat3 mat;
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mat[0] = inv_matrix_m0;
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mat[1] = inv_matrix_m1;
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mat[2] = inv_matrix_m2;
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vec3 hcoords = mat * vec3(gl_FragCoord.xy, 1);
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vec2 A = hcoords.xy / hcoords.z;
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vec2 B = fmp;
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float a = fmp2_m_radius2;
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float b = 2.0*dot(A, B);
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float c = -dot(A, A);
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float val = (-b + sqrt(b*b - 4.0*a*c)) / (2.0*a);
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return texture1D(palette, val);
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}
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