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#version 100
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precision mediump float;
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varying vec2 v_texCoord;
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uniform sampler2D s_texture0;
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uniform vec4 u_baseColor;
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uniform vec4 u_multiplyColor;
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uniform vec4 u_screenColor;
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void main()
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{
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vec4 texColor = texture2D(s_texture0, v_texCoord);
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texColor.rgb = texColor.rgb * u_multiplyColor.rgb;
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texColor.rgb = (texColor.rgb + u_screenColor.rgb * texColor.a) - (texColor.rgb * u_screenColor.rgb);
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gl_FragColor = texColor * u_baseColor;
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}
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