Open source Star Ruler 2 source code!
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#version 120
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varying vec2 uv;
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uniform float time;
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const float separation = 1500.0, speed = 5.0, size = 150.0;
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void main() {
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float dToEdge = abs(uv.y - 0.5) * 2.0;
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vec4 color = gl_Color;
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color.a = 1.0;
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color.a *= dToEdge * dToEdge;
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if(dToEdge > 0.85)
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color.a += 0.3 * (dToEdge - 0.8)/0.2;
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if(dToEdge > 0.9)
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color.a *= 1.0 - ((dToEdge - 0.9) / 0.1);
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if(mod(uv.x + ((1.0 - time) * separation * speed), separation) < size) {
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color.a += max((0.8 - dToEdge) / 0.8, 0.0);
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color.b = 1.0;
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}
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color.a *= gl_Color.a;
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gl_FragColor = color;
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}
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