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- precision highp float;
- uniform sampler2D yourTexture;
- varying vec2 texCoord;
- void main(void) {
- vec4 color = texture2D(yourTexture, vec2(texCoord.x, 1.0 - texCoord.y));
- //gl_FragColor = vec4(color.b, color.g, color.r, color.a);
- gl_FragColor = vec4(1.0, 0.0, 0.0, 0.2);
- }
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