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      1 precision mediump float; 
      2 varying vec3 v_color;
      3 varying vec2 v_texCoord;
      4 uniform sampler2D s_texture; 
      5 void main() 
      6 { 
      7 	gl_FragColor = texture2D( s_texture, vec2(v_texCoord.x,1.0 - v_texCoord.y) ) + vec4(v_color.x,v_color.y,v_color.z,1);
      8 }