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precision mediump float;
varying vec2 in_texcoord;
varying vec2 in_texcoord2;
varying vec4 g_color;
uniform sampler2D in_sampler;
uniform sampler2D in_sampler2;
void main() {
vec4 color = texture2D( in_sampler, in_texcoord );
vec4 color2 = texture2D( in_sampler2, in_texcoord2 );
float brightness = (color.x + color.y + color.z) / 3.0;
vec3 blend = color2.xyz * brightness;
vec4 final = vec4( color2.xyz, color.a );
gl_FragColor = vec4( in_texcoord.x, fTexCoord.y, 0.0, 1.0 );
}
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