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@ -15,6 +15,7 @@ uniform mat3 g_ToMaskingSpace;
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uniform mat3 g_ToDrawingSpace;
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uniform mat3 g_ToDrawingSpace;
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uniform float g_FadeClock;
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uniform float g_FadeClock;
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uniform float g_FadeExponent;
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void main(void)
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void main(void)
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{
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{
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@ -26,7 +27,7 @@ void main(void)
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vec3 drawingPos = g_ToDrawingSpace * vec3(m_Position, 1.0);
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vec3 drawingPos = g_ToDrawingSpace * vec3(m_Position, 1.0);
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v_DrawingPosition = drawingPos.xy / drawingPos.z;
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v_DrawingPosition = drawingPos.xy / drawingPos.z;
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v_Colour = vec4(m_Colour.rgb, m_Colour.a * pow(clamp(m_Time - g_FadeClock, 0.0, 1.0), 1.7));
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v_Colour = vec4(m_Colour.rgb, m_Colour.a * pow(clamp(m_Time - g_FadeClock, 0.0, 1.0), g_FadeExponent));
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v_TexCoord = m_TexCoord;
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v_TexCoord = m_TexCoord;
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v_TexRect = m_TexRect;
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v_TexRect = m_TexRect;
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