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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);
}