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Running
| varying vec2 vUv; | |
| uniform sampler2D uTarget; | |
| uniform float aspectRatio; | |
| uniform vec3 uColor; | |
| uniform vec2 uPointer; | |
| uniform float uRadius; | |
| void main() { | |
| vec2 p = vUv - uPointer.xy; | |
| p.x *= aspectRatio; | |
| vec3 splat = exp(-dot(p, p) / uRadius) * uColor; | |
| vec3 base = texture2D(uTarget, vUv).xyz; | |
| gl_FragColor = vec4(base + splat, 1.0); | |
| } | |