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	Create reload.fs
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								examples/shaders/resources/shaders/glsl100/reload.fs
									
									
									
									
									
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								examples/shaders/resources/shaders/glsl100/reload.fs
									
									
									
									
									
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;           // Texture coordinates (sampler2D)
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varying vec4 fragColor;              // Tint color
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// Uniform inputs
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uniform vec2 resolution;        // Viewport resolution (in pixels)
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uniform vec2 mouse;             // Mouse pixel xy coordinates
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uniform float time;             // Total run time (in secods)
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// Draw circle
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vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color)
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{
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	float d = length(position - fragCoord) - radius;
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	float t = clamp(d, 0.0, 1.0);
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	return vec4(color, 1.0 - t);
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}
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void main()
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{
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	vec2 fragCoord = gl_FragCoord.xy;
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	vec2 position = vec2(mouse.x, resolution.y - mouse.y);
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	float radius = 40.0;
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    // Draw background layer
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    vec4 colorA = vec4(0.2,0.2,0.8, 1.0);
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    vec4 colorB = vec4(1.0,0.7,0.2, 1.0);
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	vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
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	// Draw circle layer
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	vec3 color = vec3(0.9, 0.16, 0.21);
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	vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
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	// Blend the two layers
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	gl_FragColor = mix(layer1, layer2, layer2.a);
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}
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