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#version 330 core
in vec2 fragTexCoord; // from raylib
uniform sampler2D texture0; // from raylib
uniform vec2 target;
uniform float dimness;
uniform float radius;
out vec4 color;
void main()
{
color = mix (texture (texture0, fragTexCoord), vec4(0),
length (target - gl_FragCoord.xy) < radius
? 0.0 : dimness);
}
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