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								#version 100
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								precision mediump float;
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								// Input vertex attributes (from vertex shader)
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								varying vec2 fragTexCoord;
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								varying vec4 fragColor;
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								// Input uniform values
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								uniform sampler2D texture0;
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								uniform vec4 colDiffuse;
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								void main()
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								{
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								    vec4 texelColor = texture2D(texture0, fragTexCoord);
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								    if (texelColor.a == 0.0) discard;
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								    gl_FragColor = texelColor*fragColor*colDiffuse;
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								}
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