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$HEADER$
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void main (void){
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gl_FragColor = frag_color * texture2D(texture0, tex_coord0);
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}
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$HEADER$
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void main (void) {
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frag_color = color * vec4(1.0, 1.0, 1.0, opacity);
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tex_coord0 = vTexCoords0;
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gl_Position = projection_mat * modelview_mat * vec4(vPosition.xy, 0.0, 1.0);
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}
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#ifdef GL_ES
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precision highp float;
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#endif
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/* Outputs from the vertex shader */
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varying vec4 frag_color;
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varying vec2 tex_coord0;
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/* uniform texture samplers */
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uniform sampler2D texture0;
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uniform mat4 frag_modelview_mat;
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#ifdef GL_ES
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precision highp float;
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#endif
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/* Outputs to the fragment shader */
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varying vec4 frag_color;
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varying vec2 tex_coord0;
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/* vertex attributes */
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attribute vec2 vPosition;
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attribute vec2 vTexCoords0;
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/* uniform variables */
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uniform mat4 modelview_mat;
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uniform mat4 projection_mat;
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uniform vec4 color;
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uniform float opacity;
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