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		@@ -0,0 +1,11 @@
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varying vec2 v_TexCoord;
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uniform vec4 u_Color;
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uniform sampler2D u_Tex0;
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void main()
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{
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    gl_FragColor = texture2D(u_Tex0, v_TexCoord) * u_Color;
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    if(gl_FragColor.a < 0.01)
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        discard;
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}
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