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#version 130
uniform sampler2D sampler;
in vec2 texCoord;
in vec4 color;
out vec4 FragColor;
void main(){
vec4 pixelColor = texture2D(sampler, vec2(texCoord.x, texCoord.y));
//TODO allow antialiasing
//if (pixelColor.w != 1.0f)
// discard;
FragColor = pixelColor * color;
}
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