#ifdef FRAGMENT
#version 300 es
precision mediump float;
precision highp int;

uniform highp vec2 Origin;
uniform highp float Amount;
uniform highp float Spread;
uniform highp float Width;

uniform highp sampler2D TextureSampler;

in highp vec4 v_Color;
in highp vec2 v_TextureCoordinate;
layout(location = 0) out highp vec4 entryPointParam_PS_Distort;

void main()
{
    highp float _23 = length(v_TextureCoordinate - Origin);
    entryPointParam_PS_Distort = v_Color * texture(TextureSampler, v_TextureCoordinate - ((normalize(v_TextureCoordinate - Origin) * Amount) * ((1.0 - smoothstep(Spread - Width, Spread, _23)) * smoothstep(Spread - (Width * 2.0), Spread - Width, _23))));
}

#endif
