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- #version 330
- uniform vec3 tint;
- #ifdef SPIRV
- uniform sampler2D gbufferD; // vulkan unit align
- #endif
- uniform sampler2D tex;
- in vec2 texCoord;
- out vec4 FragColor;
- void main() {
- vec4 col = texture(tex, texCoord);
- FragColor = vec4((col.rgb / col.a) * tint, col.a);
- }
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