stuff
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// [COMBO] {"material":"Blend mode","combo":"BLENDMODE","type":"imageblending","default":2}
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#include "common_blending.h"
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varying vec2 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform float g_BlendAlpha; // {"material":"Alpha","default":1,"range":[0,1]}
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uniform vec3 g_TintColor; // {"material":"Color", "type": "color", "default":"1 1 1"}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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albedo.rgb = ApplyBlending(BLENDMODE, albedo.rgb, g_TintColor, g_BlendAlpha);
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gl_FragColor = albedo;
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}
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