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#version 120
uniform float alpha;
uniform float time;
uniform float T;
uniform vec3 color;
uniform float seed;
uniform float rand;
void main()
{
float len = min(length(gl_TexCoord[0].st), 1.f);
vec3 c = color;
float a = alpha;
len *= T;
a *= (1.f - (len * len * len * len * len * len * len));
gl_FragColor = vec4(a * c, a * alpha);
}
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