kaliber/assets/engine/pass_through.glsl_fragment

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#ifdef GL_ES
precision mediump float;
#endif
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IN(0) vec2 tex_coord_0;
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UNIFORM_BEGIN
UNIFORM_V(vec2 scale)
UNIFORM_V(vec2 offset)
UNIFORM_V(vec2 rotation)
UNIFORM_V(vec2 tex_offset)
UNIFORM_V(vec2 tex_scale)
UNIFORM_V(mat4 projection)
UNIFORM_F(vec4 color)
UNIFORM_END
SAMPLER(0, sampler2D texture_0)
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FRAG_COLOR_OUT(frag_color)
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void main() {
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FRAG_COLOR(frag_color) = TEXTURE(texture_0, tex_coord_0) * PARAM(color);
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}