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uniform sampler2D sampler;
varying vec2 texCoord;
varying vec4 color;
void main(){
vec4 pixelColor = texture2D(sampler, vec2(texCoord.x, texCoord.y));
//TODO
//if (pixelColor.w != 1.0f)
// discard;
gl_FragColor = pixelColor * color;
}
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