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      1 uniform sampler2D samp2DArray[9];
      2 uniform samplerCube sampCube;
      3 uniform sampler2D samp2D;
      4 uniform sampler2D samp2DA;
      5 uniform vec4 uFragmentColor;
      6 uniform mat4 uRotM;
      7 
      8 varying vec4 vTexCoord; 
      9 varying vec4 vNormal;
     10 
     11 void main(void)
     12 {
     13     //gl_FragColor.xy = gl_FragCoord.xy / vec2(480, 800);
     14     //gl_FragColor.z = !gl_FrontFacing ? 1 : 0;
     15     
     16     //gl_FragColor += vec4(0,0,0,0);
     17     //gl_FragColor = vTexCoord.xyzw;
     18     //gl_FragColor = texture2D(samp2DArray[int(vTexCoord.z)], vTexCoord.xy);
     19     gl_FragColor = texture2D(samp2D, vTexCoord.xy);
     20     //gl_FragColor = textureCube(sampCube, vTexCoord.xyz);
     21     //gl_FragColor *= vNormal;
     22     //gl_FragColor = textureCube(samplercube, vNormal.xyz);
     23     //gl_FragColor.rgb = vec3(sin(gl_FragColor.r));
     24     //gl_FragColor.a = 1;
     25     //gl_FragColor *= (vTexCoord.wwww - vTexCoord * vTexCoord);
     26 
     27     //*
     28     gl_FragColor -= vec4(0.5);
     29     gl_FragColor.a = 0.0;
     30     gl_FragColor = uRotM * gl_FragColor;
     31     gl_FragColor += vec4(0.5);
     32     //*/
     33     
     34     //*
     35     float dot = dot(vNormal.xyz, vec3(-1.414213562373095, 0, -1.414213562373095));
     36     gl_FragColor.rgb *= vec3(dot);
     37 	//*/
     38 	
     39 	//gl_FragColor.rgb += vNormal.xyz;
     40     //gl_FragColor = (gl_FragCoord / vec4(480, 800, 1, 1));
     41     //gl_FragColor.r = gl_FrontFacing == true ? 1.0 : 0.0;
     42     //gl_FragColor.gb = gl_PointCoord;
     43     //gl_FragColor = vTexCoord;
     44 
     45     gl_FragColor.a = 1.0;
     46 }
     47