Shader "Cumhurs Shaders/General/Tutorial Circle" {
Properties {
 _Color ("Tint", Color) = (1,1,1,1)
 _Center ("Hole Center", Vector) = (0.5,0.5,0,0)
 _Radius ("Hole Radius", Float) = 0.25
 _Shape ("Hole Shape", Float) = 0.25
}
SubShader { 
 Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
 Pass {
  Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "PreviewType"="Plane" }
  ZWrite Off
  Cull Off
  Fog { Mode Off }
  Blend SrcAlpha OneMinusSrcAlpha
Program "vp" {
SubProgram "gles " {
"!!GLES


#ifdef VERTEX

attribute vec4 _glesVertex;
attribute vec4 _glesColor;
attribute vec4 _glesMultiTexCoord0;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _Color;
varying lowp vec4 xlv_COLOR;
varying mediump vec2 xlv_TEXCOORD0;
void main ()
{
  highp vec2 tmpvar_1;
  tmpvar_1 = _glesMultiTexCoord0.xy;
  lowp vec4 tmpvar_2;
  mediump vec2 tmpvar_3;
  tmpvar_3 = tmpvar_1;
  highp vec4 tmpvar_4;
  tmpvar_4 = (_glesColor * _Color);
  tmpvar_2 = tmpvar_4;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_COLOR = tmpvar_2;
  xlv_TEXCOORD0 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

uniform mediump vec2 _Center;
uniform mediump float _Radius;
uniform mediump float _Shape;
varying lowp vec4 xlv_COLOR;
varying mediump vec2 xlv_TEXCOORD0;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 color_2;
  color_2 = xlv_COLOR;
  mediump vec2 tmpvar_3;
  tmpvar_3 = (xlv_TEXCOORD0 - _Center);
  color_2.w = (color_2.w * pow (min (
    (sqrt(dot (tmpvar_3, tmpvar_3)) / _Radius)
  , 1.0), _Shape));
  tmpvar_1 = color_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}
SubProgram "gles3 " {
"!!GLES3#version 300 es