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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);
}