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1 precision mediump float; |
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2 |
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3 uniform vec3 blob1; |
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4 uniform vec3 blob2; |
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5 uniform vec3 blob3; |
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6 |
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7 |
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8 uniform float offset; |
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9 uniform float threshold; |
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10 varying vec2 texCoord; |
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11 |
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12 void main() |
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13 { |
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14 vec2 fp = texCoord;//vec2(gl_FragCoord[0], gl_FragCoord[1]); |
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15 |
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16 vec2 p1 = vec2(blob1[0], blob1[1]); |
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17 float d1 = distance(fp,p1); |
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18 float acc = blob1[2]/(d1*d1); |
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19 |
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20 vec2 p2 = vec2(blob2[0], blob2[1]); |
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21 float d2 = distance(fp,p2); |
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22 acc += blob2[2]/(d2*d2); |
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23 |
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24 vec2 p3 = vec2(blob3[0], blob3[1]); |
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25 float d3 = distance(fp,p3); |
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26 acc += blob3[2]/(d3*d3); |
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27 |
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28 float col = 1.0-((acc/threshold)-offset); |
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29 if (col < 0.35) |
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30 { |
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31 col = 0.35; |
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32 } |
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33 |
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34 gl_FragColor = vec4(col*0.6,col*0.72,col*0.77,1.0); |
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35 } |