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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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varying vec4 v_myPos;
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uniform sampler2D s_texture0;
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uniform vec4 u_channelFlag;
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uniform vec4 u_baseColor;
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void main()
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{
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float isInside =
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step(u_baseColor.x, v_myPos.x / v_myPos.w)
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* step(u_baseColor.y, v_myPos.y / v_myPos.w)
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* step(v_myPos.x / v_myPos.w, u_baseColor.z)
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* step(v_myPos.y / v_myPos.w, u_baseColor.w);
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gl_FragColor = u_channelFlag * texture2D(s_texture0, v_texCoord).a * isInside;
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}
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