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- #version 300 es
- uniform sampler2D textureSampler;
- in vec2 vUV;
- in vec4 vColor;
- out vec4 outFragColor;
- #ifdef CLIPPLANE
- in float fClipDistance;
- #endif
- void main() {
- #ifdef CLIPPLANE
- if (fClipDistance > 0.0)
- discard;
- #endif
- outFragColor = texture(textureSampler, vUV) * vColor;
- }
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