| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 | uniform float u_radiusTS;varying vec2 v_textureCoordinates;vec2 rotate(vec2 p, vec2 direction){    return vec2(p.x * direction.x - p.y * direction.y, p.x * direction.y + p.y * direction.x);}vec4 addBurst(vec2 position, vec2 direction, float lengthScalar){    vec2 rotatedPosition = rotate(position, direction) * vec2(25.0, 0.75);    float radius = length(rotatedPosition) * lengthScalar;    float burst = 1.0 - smoothstep(0.0, 0.55, radius);    return vec4(burst);}void main(){    float lengthScalar = 2.0 / sqrt(2.0);    vec2 position = v_textureCoordinates - vec2(0.5);    float radius = length(position) * lengthScalar;    float surface = step(radius, u_radiusTS);    vec4 color = vec4(vec2(1.0), surface + 0.2, surface);    float glow = 1.0 - smoothstep(0.0, 0.55, radius);    color.ba += mix(vec2(0.0), vec2(1.0), glow) * 0.75;    vec4 burst = vec4(0.0);    // The following loop has been manually unrolled for speed, to    // avoid sin() and cos().    //    //for (float i = 0.4; i < 3.2; i += 1.047) {    //    vec2 direction = vec2(sin(i), cos(i));    //    burst += 0.4 * addBurst(position, direction, lengthScalar);    //    //    direction = vec2(sin(i - 0.08), cos(i - 0.08));    //    burst += 0.3 * addBurst(position, direction, lengthScalar);    //}    burst += 0.4 * addBurst(position, vec2(0.38942,  0.92106), lengthScalar);  // angle == 0.4    burst += 0.4 * addBurst(position, vec2(0.99235,  0.12348), lengthScalar);  // angle == 0.4 + 1.047    burst += 0.4 * addBurst(position, vec2(0.60327, -0.79754), lengthScalar);  // angle == 0.4 + 1.047 * 2.0    burst += 0.3 * addBurst(position, vec2(0.31457,  0.94924), lengthScalar);  // angle == 0.4 - 0.08    burst += 0.3 * addBurst(position, vec2(0.97931,  0.20239), lengthScalar);  // angle == 0.4 + 1.047 - 0.08    burst += 0.3 * addBurst(position, vec2(0.66507, -0.74678), lengthScalar);  // angle == 0.4 + 1.047 * 2.0 - 0.08    // End of manual loop unrolling.    color += clamp(burst, vec4(0.0), vec4(1.0)) * 0.15;    gl_FragColor = clamp(color, vec4(0.0), vec4(1.0));}
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