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[client] egl: clean up splash background shader
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@ -7,6 +7,6 @@ uniform sampler2D sampler1;
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void main()
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{
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highp float d = 1.0 - sqrt(pos.x * pos.x + pos.y * pos.y) / 2.0;
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color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, 1);
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highp float d = 1.0 - 0.5 * length(pos.xy);
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color = vec4(0.234375 * d, 0.015625 * d, 0.425781 * d, 1.0);
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}
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@ -3,7 +3,6 @@
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layout(location = 0) in vec3 vertexPosition_modelspace;
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out highp vec3 pos;
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out highp float a;
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void main()
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{
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