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@@ -1,10 +1,13 @@
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varying mediump vec2 var_texcoord0;
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varying lowp vec4 var_color;
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#version 140
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uniform lowp sampler2D texture_sampler;
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in mediump vec2 var_texcoord0;
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in mediump vec4 var_color;
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out vec4 out_fragColor;
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uniform mediump sampler2D texture_sampler;
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void main()
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{
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lowp vec4 tex = texture2D(texture_sampler, var_texcoord0.xy);
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gl_FragColor = tex * var_color;
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out_fragColor = texture(texture_sampler, var_texcoord0.xy) * var_color;
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}
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@@ -1,12 +1,16 @@
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uniform highp mat4 view_proj;
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#version 140
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// positions are in world space
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attribute highp vec3 position;
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attribute mediump vec2 texcoord0;
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attribute lowp vec4 color;
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in mediump vec3 position;
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in mediump vec2 texcoord0;
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in mediump vec4 color;
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varying mediump vec2 var_texcoord0;
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varying lowp vec4 var_color;
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out mediump vec2 var_texcoord0;
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out mediump vec4 var_color;
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uniform vs_uniforms
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{
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mediump mat4 view_proj;
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};
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void main()
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{
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