uniform float pixel_size;
varying vec2 v_texCoord;
uniform sampler2D u_texture;
uniform float GAME_SCALE;

void main()
{
	vec4 sum = texture2D(u_texture, v_texCoord);

	// float dist = distance(vec2(0.5,0.5), v_texCoord);

	// dist = dist / distance(vec2(0.5,0.5), vec2(1.0,1.0));

	// if(dist > 1.0) dist = 1.0;

	// dist = 1.0 - dist;

	// sum = sum * dist;

// sum.r = sum.r * sin(CC_Time.x*v_texCoord.x * 10.0);
// sum.g = sum.g * sin(CC_Time.x*v_texCoord.x * 10.0);
// sum.b = sum.b * sin(CC_Time.x*v_texCoord.x * 10.0);
// sum.a = sum.a * sin(CC_Time.x*v_texCoord.x * 10.0);

	gl_FragColor = sum;
}