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#version 100
precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
gl_FragColor = texelColor*tintColor;
}