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uniform lowp vec4 color;
uniform mediump vec4 tweak; // x,y -> width, height; z -> intensity of ;
varying mediump vec2 pos;
void main(void)
{
lowp vec4 c = color;
c.xyz += pow(max(sin(pos.x + pos.y), 0.0), 2.0) * tweak.z * 0.1;
gl_FragColor = c;
}
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