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attribute vec2 a_TexCoord;
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attribute vec2 a_Vertex;
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varying vec2 v_TexCoord;
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varying vec2 v_TexCoord2;
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uniform mat3 u_TextureMatrix;
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uniform mat3 u_TransformMatrix;
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uniform mat3 u_ProjectionMatrix;
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uniform vec2 u_Offset;
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uniform vec2 u_Center;
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uniform float u_Time;
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vec2 effectTextureSize = vec2(466.0, 342.0);
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vec2 direction = vec2(1.0,0.2);
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float speed = 200.0;
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vec2 rotate(vec2 v, float a) {
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	float s = sin(a);
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	float c = cos(a);
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	mat2 m = mat2(c, -s, s, c);
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	return m * v;
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}
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void main()
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{
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    gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
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    v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
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    v_TexCoord2 = ((a_Vertex + direction * u_Time * speed) / effectTextureSize);
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}
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