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#ifdef GL_ESprecision mediump float;#endifuniform sampler2D uDiffuse;uniform float uLayer;varying vec4 vColor;varying vec2 vTexCoord;void main(){vec4 result = texture2D(uDiffuse, vTexCoord.xy);float startIntensity = 0.4;result.rgb *= startIntensity + clamp(uLayer * 2.0, 0.0, 1.0) * (1.0 - startIntensity);result.a *= (1.0-uLayer);gl_FragColor = result;}