10 lines
210 B
GLSL
10 lines
210 B
GLSL
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uniform float g_Alpha;
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varying vec2 v_TexCoord;
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void main() {
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float fade = smoothstep(0.2, 0.3, v_TexCoord.y) * smoothstep(0.8, 0.7, v_TexCoord.y);
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gl_FragColor = vec4(0, 0, 0, fade * g_Alpha);
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}
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