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<Material name="simplecustom" version="1.0">
    <MetaData >
        <Property formalName="Red" name="red_weight" type="Float" default="1.0" min="0" max="2.0" category="Material"/>
        <Property formalName="Green" name="green_weight" type="Float" default="1.0" min="0" max="2.0" category="Material"/>
        <Property formalName="Blue" name="blue_weight" type="Float" default="1.0" min="0" max="2.0" category="Material"/>
        <Property formalName="Base Color" name="basecolor" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" category="Material"/>
    </MetaData>
    <Shaders type="GLSL" version="330">
        <Shader>
            <Shared></Shared>
            <VertexShader>
            </VertexShader>
            <FragmentShader>
#define QT3DS_ENABLE_UV0 1
#define QT3DS_ENABLE_WORLD_POSITION 1
#define QT3DS_ENABLE_TEXTAN 0
#define QT3DS_ENABLE_BINORMAL 0

#include "vertexFragmentBase.glsllib"

// set shader output
out vec4 fragColor;

void main()
{
    vec4 c = texture(basecolor, varTexCoord0.xy);
    c.rgb *= vec3(red_weight, green_weight, blue_weight);
    fragColor = c;
}
            </FragmentShader>
        </Shader>
    </Shaders>
    <Passes>
        <ShaderKey value="7"/>
        <LayerKey count="1"/>
        <Pass>
        </Pass>
    </Passes>
</Material>