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10 lines
206 B
GLSL
10 lines
206 B
GLSL
precision mediump float;
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uniform sampler2D sampler0;
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uniform vec4 u_color;
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varying vec2 v_texcoord0;
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void main() {
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gl_FragColor = v_texcoord0[0] < -0.5 ? u_color : texture2D(sampler0, v_texcoord0);
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}
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