vec2 vtc = vTexCoord;
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec4 img = texture2D(TXP, uv2p(uv,0.01*(1.0-MY)));
vec4 imr = texture2D(TXP,
cnv2mod(
uv2p(
uv2brl(
uv2mrr(uv,img.rgb,0.0,MX)
,(1.0-MX)*3.0)
,0.03)
));
vec4 imc = texture2D(TXP, uv);
float k = 1.0+(1.0-MY)*3.0;
vec4 imd = texture2D(TXP, uv2dspmd(cnv2abs(uv),imc.r*k,imc.g*k));
gl_FragColor = mix2sfl(imd,imr,1.0);
vec2 uv = vec2(vtc.x, 1.0-vtc.y);
vec4 img = texture2D(TXP, uv2p(uv,0.01*(1.0-MY)));
vec4 imr = texture2D(TXP,
cnv2mod(
uv2p(
uv2brl(
uv2mrr(uv,img.rgb,0.0,MX)
,(1.0-MX)*3.0)
,0.03)
));
vec4 imc = texture2D(TXP, uv);
float k = 1.0+(1.0-MY)*3.0;
vec4 imd = texture2D(TXP, uv2dspmd(cnv2abs(uv),imc.r*k,imc.g*k));
gl_FragColor = mix2sfl(imd,imr,1.0);