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      1 
      2 #if defined(NEED_TEXCOORD1) 
      3     varying vec2 texCoord1;
      4 #else 
      5     varying vec2 texCoord;
      6 #endif
      7 
      8 
      9 #ifdef HAS_GLOWMAP
     10   uniform sampler2D m_GlowMap;
     11 #endif
     12 
     13 #ifdef HAS_GLOWCOLOR
     14   uniform vec4 m_GlowColor;
     15 #endif
     16 
     17 
     18 void main(){
     19     #ifdef HAS_GLOWMAP
     20         #if defined(NEED_TEXCOORD1) 
     21            gl_FragColor = texture2D(m_GlowMap, texCoord1);
     22         #else 
     23            gl_FragColor = texture2D(m_GlowMap, texCoord);
     24         #endif
     25     #else
     26         #ifdef HAS_GLOWCOLOR
     27             gl_FragColor =  m_GlowColor;
     28         #else
     29             gl_FragColor = vec4(0.0);
     30         #endif
     31     #endif
     32 }