varying vec2 textureCoords;
uniform float opacity;
uniform vec4 color;
uniform float ticks;
uniform sampler2D texture;

void main()
{
    gl_FragColor = texture2D(texture, textureCoords) * color * opacity;
}

/*
varying vec2 textureCoords;
uniform vec4 color;
uniform float ticks;
uniform sampler2D texture;

void main()
{
    int num = 4;
    vec4 sum = vec4(0);
    int i, j;
    for(i=-num/2;i<num/2;++i) {
        for(j=-num/2;j<num/2;++j) {
            sum += texture2D(texture, textureCoords + vec2(i+1, j+1)*0.001) * 1.0/(num*num);
        }
    }

    float period = ticks/1000.0;
    float a = (sin(period)+1.0)/2.0;
    sum.a = 0;
    gl_FragColor = vec4(1,1,1,2) - texture2D(texture, textureCoords);
}
*/
/*
uniform sampler2D texture;
varying vec2 textureCoords;

void main()
{
   vec4 sum = vec4(0);
   vec2 texcoord = textureCoords;
   int j;
   int i;

   for( i= -4 ;i < 4; i++)
   {
        for (j = -3; j < 3; j++)
        {
            sum += texture2D(texture, texcoord + vec2(j, i)*0.004) * 0.25;
        }
   }
       if (texture2D(texture, texcoord).r < 0.3)
    {
       gl_FragColor = sum*sum*0.012 + texture2D(texture, texcoord);
    }
    else
    {
        if (texture2D(texture, texcoord).r < 0.5)
        {
            gl_FragColor = sum*sum*0.009 + texture2D(texture, texcoord);
        }
        else
        {
            gl_FragColor = sum*sum*0.0075 + texture2D(texture, texcoord);
        }
    }
}
*/
/*
uniform sampler2D texture;
varying vec2 textureCoords;
uniform vec4 color;
uniform float opacity;

uniform float ticks;
uniform float rt_w = 18*32;
uniform float rt_h = 14*32;

uniform float radius = 300.0;
uniform float angle = 0.2;
uniform vec2 center = vec2(8*32, 5*32);

vec4 PostFX(sampler2D tex, vec2 uv, float time)
{
  vec2 texSize = vec2(rt_w, rt_h);
  vec2 tc = uv * texSize;
  tc -= center;
  float dist = length(tc);
  if (dist < radius)
  {
    float percent = (radius - dist) / radius;
    float theta = percent * percent * ((int)ticks % 1000)/1000.0 * 8.0;
    float s = sin(theta);
    float c = cos(theta);
    tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
  }
  tc += center;
  vec3 color = texture2D(texture, tc / texSize).rgb;
  return vec4(color, 1.0);
}

void main (void)
{
  vec2 uv = textureCoords.st;
  gl_FragColor = PostFX(texture, uv, ticks) * opacity;
}
*/
/*
uniform float opacity;
vec4 calculatePixel();
void main()
{
    gl_FragColor = calculatePixel() * opacity;
}

varying vec2 textureCoords;
uniform vec4 color;
uniform sampler2D texture;
vec4 calculatePixel() {
    return texture2D(texture, textureCoords) * color;
}
*/