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R"(
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#if VER <= 300
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#define layout(x)
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#endif
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#if VER < 300
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#define out attribute
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#define in varying
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#define texture texture2D
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#endif
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precision mediump float;
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#if ATTR_TEXCOORD0
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layout(location = 5) uniform sampler2D uTex0;
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#endif
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#if ATTR_TEXCOORD1
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layout(location = 6) uniform sampler2D uTex1;
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#endif
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#if FEAT_ALPHA_TEST
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uniform float uAlphaTest;
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#endif
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#if FEAT_FOG
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uniform vec4 uFog;
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#endif
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layout(location = 2) uniform vec4 uColor;
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#if ATTR_COLOR
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in vec4 vColor;
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#endif
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#if ATTR_TEXCOORD0
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in vec2 vTexCoord0;
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#endif
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#if ATTR_TEXCOORD1
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in vec2 vTexCoord1;
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#endif
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#if ATTR_NORMAL
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in vec2 vNormal;
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#endif
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#if VER >= 300
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out vec4 oFragColor;
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#else
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#define oFragColor gl_FragColor
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#endif
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void main()
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{
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#if ATTR_COLOR
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vec4 c = vColor;
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#else
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vec4 c = uColor;
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#endif
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#if ATTR_TEXCOORD0
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c = c * texture(uTex0, vTexCoord0);
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#endif
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#if ATTR_TEXCOORD1
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c = c * texture(uTex1, vTexCoord1);
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#endif
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#if FEAT_ALPHA_TEST
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if(c.a <= uAlphaTest)
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discard;
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#endif
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#if FEAT_FOG
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float fogDist = gl_FragCoord.z / gl_FragCoord.w;
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float fogRate = clamp(exp(-uFog.w * fogDist), 0.f, 1.f);
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c.rgb = mix(uFog.rgb, c.rgb, fogRate);
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#endif
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oFragColor = c;
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}
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)"
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