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      1 uniform sampler2D  sTexture;
      2 
      3 varying lowp    float  LightIntensity;
      4 varying mediump vec2   TexCoord;
      5 
      6 void main()
      7 {
      8     gl_FragColor = texture2D(sTexture, TexCoord) * LightIntensity;
      9 }
     10