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@@ -4,5 +4,6 @@ uniform sampler2D sTexture;
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void main() {
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vec4 tex = texture2D(sTexture, gl_TexCoord[0].st);
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gl_FragColor = clamp(tex, 0.0, 1.0);
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vec4 color = mix(vec4(0.0, 0.0, 0.3, 1.0), vec4(1.0, 1.0, 0.0, 1.0), tex.r);
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gl_FragColor = clamp(color, 0.0, 1.0);
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}
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