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#version {{version}}
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precision highp float;
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uniform sampler2D uTexture;
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uniform vec4 uColor;
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in vec2 vTexCoord;
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out vec4 oFragColor;
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void main(){
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float alpha = texture(uTexture, vTexCoord). r * uColor . a;
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oFragColor = alpha * vec4(uColor . rgb, 1.0);
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}
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