use resolution for feather values
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@@ -3,6 +3,7 @@ uniform float top;
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uniform float right;
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uniform float bottom;
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uniform float feather;
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uniform vec2 resolution;
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uniform mediump float amount_val;
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@@ -15,23 +16,26 @@ vec4 process(vec4 col) {
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alpha = 0.0;
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}
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} else {
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float f = pow(2.0, 10.0-(feather*0.1));
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float f = pow(2.0, 10.0-(feather*0.25));
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if (left > 0.0) {
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alpha *= clamp(((v_texcoord.x+(0.5/f))-(left*0.01))*f, 0.0, 1.0); // left
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alpha *= clamp(((resolution.x*v_texcoord.x+(0.5/f))-(left*0.01*resolution.x))*f, 0.0, 1.0); // left
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}
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if (top > 0.0) {
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alpha *= clamp(((v_texcoord.y+(0.5/f))-(top*0.01))*f, 0.0, 1.0); // top
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alpha *= clamp(((resolution.y*v_texcoord.y+(0.5/f))-(top*0.01*resolution.y))*f, 0.0, 1.0); // top
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}
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if (right > 0.0) {
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alpha *= clamp((((1.0-v_texcoord.x)+(0.5/f))-(right*0.01))*f, 0.0, 1.0); // right
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alpha *= clamp(((resolution.x*(1.0-v_texcoord.x)+(0.5/f))-(right*0.01*resolution.x))*f, 0.0, 1.0); // right
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}
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if (bottom > 0.0) {
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alpha *= clamp((((1.0-v_texcoord.y)+(0.5/f))-(bottom*0.01))*f, 0.0, 1.0); // bottom
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alpha *= clamp(((resolution.y*(1.0-v_texcoord.y)+(0.5/f))-(bottom*0.01*resolution.y))*f, 0.0, 1.0); // bottom
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}
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}
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return col * alpha;
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