port from perforce
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@@ -0,0 +1,20 @@
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varying vec2 st;
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uniform float alpha;
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uniform sampler2D tex;
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uniform float time;
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uniform vec4 color;
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varying float prof;
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void main()
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{
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vec3 texcolor = texture2D(tex, st).rgb;
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float opacity = alpha < 0.9 ? 1.0 : 1.0 - 0.7 * dot(vec3(0.33,0.33,0.33), texcolor);
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opacity *= exp(-0.10 * abs(prof));
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gl_FragData[0] = color * vec4(texcolor * 1.6, opacity);
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}
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