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2026-08-03 18:42:47 +08:00
#ifdef PURE_OPENGL_ES_2
precision highp float;
#endif
/* ios recent */
uniform sampler2D textureMap;
varying vec4 backgroundColor;
varying vec2 textureLookup ;
void main()
{
vec4 fColor = texture2D(textureMap, textureLookup);
vec4 bColor = backgroundColor * (1.-fColor.a);
gl_FragColor = vec4(bColor.rgb + fColor.rgb * fColor.a, bColor.a + fColor.a );
#ifdef ANAGLYPH
gl_FragColor.rgb = vec3((gl_FragColor.r + gl_FragColor.b + gl_FragColor.g) / 3.);
#endif
}