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