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#version 310 es
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precision highp float;
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precision highp int;
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(binding = 0) uniform sampler2D u_tex0;
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layout(location = SV_Target0) out vec4 FragColor;
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void main()
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{
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FragColor = texture(u_tex0, v_texCoord);
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}
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