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[vertex]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
attribute highp vec4 vertex_attrib; // attrib:0
attribute vec2 uv_in; // attrib:4
varying vec2 uv_out;
void main() {
color_interp = color_attrib;
uv_interp = uv_attrib;
vec4 outvec = vec4(vertex, 1.0);
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
gl_Position = projection_matrix * outvec;
}
[fragment]
#ifdef USE_GLES_OVER_GL
#define mediump
#define highp
#else
precision mediump float;
precision mediump int;
#endif
// texunit:0
uniform sampler2D texture;
varying vec2 uv_out;
void main() {
vec4 color = color_interp;
color *= texture2D( texture, uv_interp );
gl_FragColor = color;
}
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