mgba/res/shaders/ags001.shader/ags001-light.fs

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varying vec2 texCoord;
uniform sampler2D tex;
void main() {
vec4 color = texture2D(tex, texCoord);
vec4 reflection = texture2D(tex, texCoord - vec2(0, 0.025));
vec3 bleed = vec3(0.12, 0.14, 0.19);
vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(1.6, 1.6);
bleed += (dot(pow(radius, vec2(4.0)), pow(radius, vec2(4.0))) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
color.rgb += bleed;
color.rgb += reflection.rgb * 0.07;
color.a = 1.0;
gl_FragColor = color;
}