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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);result.rgb *= (0.5 + 0.5 * uLayer);result.a *= (1-uLayer);gl_FragColor = result;}