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// [COMBO] {"material":"Repeat","combo":"CLAMP","type":"options","default":1}
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varying vec4 v_TexCoord;
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varying vec2 v_TexCoordMask;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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#if MASK == 1
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uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","combo":"MASK","default":"util/black"}
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#endif
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void main() {
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vec2 texCoord = v_TexCoord.xy;
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#if CLAMP
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texCoord = frac(texCoord);
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#endif
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gl_FragColor = texSample2D(g_Texture0, texCoord);
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#if MASK == 1
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float mask = texSample2D(g_Texture1, v_TexCoordMask).r;
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gl_FragColor = mix(texSample2D(g_Texture0, v_TexCoord.zw), gl_FragColor, mask);
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#endif
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}
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