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uniform sampler2D texture;
void main()
{
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
vec2 pixelOffset = gl_TexCoord[0].xy - vec2(0.5, 0.5);
float dist = sqrt(dot(pixelOffset, pixelOffset));
dist = smoothstep(0.47, 0.5, dist);
gl_FragColor = gl_Color * pixel * vec4(1.0, 1.0, 1.0, 1.0 - dist);
}
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