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varying vec2 v_TexCoord;
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varying vec3 v_ScreenCoord;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"hidden":true,"default":"_rt_FullFrameBuffer"}
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void main() {
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vec4 result = texSample2D(g_Texture0, v_TexCoord);
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vec2 screenCoord = v_ScreenCoord.xy / v_ScreenCoord.z * CAST2(0.5) + 0.5;
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vec4 bg = texSample2D(g_Texture1, screenCoord.xy);
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gl_FragColor.rgb = mix(bg.rgb, result.rgb, result.a);
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gl_FragColor.a = 1.0;
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}
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