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precision highp float;
varying vec2 texCoord;
uniform sampler2D tex;
uniform float opacity;
uniform vec3 color;
void main()
{
vec4 c = texture2D(tex, vec2(texCoord.x, 1.0 - texCoord.y));
gl_FragColor = vec4(c.aaa * color, c.a) * opacity;
}
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