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- //
- // Simple passthrough fragment shader
- //
- varying vec2 v_vTexcoord;
- varying vec4 v_vColour;
- uniform float uRozjasnienie;
- void main()
- {
- gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ) + vec4(vec3(uRozjasnienie), 0);
- }
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