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  1. #version 330
  2.  
  3. precision mediump float;
  4.  
  5. in vec2 tex_c;
  6.  
  7. out vec4 output0;
  8.  
  9. uniform sampler2D tex;
  10. uniform vec2 kScreenDimension;
  11. uniform sampler2D diffuse;
  12.  
  13. uniform vec4 ambient;
  14. void main()
  15. {
  16.  
  17. output0 = texture(tex,tex_c) + ambient + texture(diffuse, tex_c);
  18. }
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