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@H_
502_0@#ifdef GL_ES
precision highp float;
#endif
varying vec2 v_texCoord;
void main(void)
{
vec4 col = texture2D(CC_Texture0,v_texCoord);
float fDi
atance = distance( v_texCoord,vec2(0.5,0.5) );
gl_FragColor = vec4(0.0,0.0,smoothstep(0.0,1.0-sin( CC_Time.z*0.5 ),abs(fDi
atance)*0.5 ) );
}