pathfinder/resources/shaders/gl4/blit.fs.glsl

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#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
uniform sampler2D uSrc;
in vec2 vTexCoord;
out vec4 oFragColor;
void main(){
vec4 color = texture(uSrc, vTexCoord);
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oFragColor = color;
}