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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D uDiffuse;
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uniform float uAlpha;
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uniform vec4 uColor;
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uniform vec4 uFogColor;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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void main()
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{
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	vec4 result = texture2D(uDiffuse, vTexCoord.xy) * uColor * vColor;
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	result.rgb = result.rgb * (1.0-uFogColor.a) + uFogColor.rgb * uFogColor.a;
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	result.w *= uAlpha;
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	gl_FragColor = result;
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}
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