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#version 330
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#extension GL_ARB_separate_shader_objects : enable
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layout(location=1) in vec4 fsColor;
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layout(location=2) in vec2 fsTex;
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layout(location=0) out vec4 target;
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uniform sampler2D mainTex;
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void main()
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{
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target = fsColor * texture(mainTex, fsTex);
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} |