vec4 texcolor = texture2D(CC_Texture0,v_texCoord);
float distance = abs(v_texCoord[0] + v_texCoord[1] - offset) / 1.414;distance = 1 - (1 / wIDth)*distance;
distance = max(distance,0);
vec4 sample = vec4(0.0,0.0,0.0);
sample[0] = color[0] * distance;
sample[1] = color[1] * distance;
sample[2] = color[2] * distance;
sample[3] = distance;
float Alpha = sample[3] * texcolor[3];
texcolor[0] = texcolor[0] + sample[0] * Alpha*factor;
texcolor[1] = texcolor[1] + sample[1] * Alpha*factor;
texcolor[2] = texcolor[2] + sample[2] * Alpha*factor;
gl_Fragcolor = v_fragmentcolor * texcolor;
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