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#version 310 es
precision highp float;
in vec2 texCoord;
uniform highp sampler2DMS tex;
out vec4 fragColor;
void main()
{
ivec2 tc = ivec2(floor(vec2(textureSize(tex)) * texCoord));
vec4 c = texelFetch(tex, tc, 0) + texelFetch(tex, tc, 1);
c /= 2.0;
// This discard, while not necessarily ideal for some GPUs, is necessary to
// get correct results with certain layer blend modes for example.
if (c.a == 0.0)
discard;
fragColor = c;
}
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