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#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
precision mediump float;
{{.Header}}
layout(location = 0) in highp vec2 vCoverUV;
layout(location = 1) in highp vec2 vUV;
layout(binding = 1) uniform sampler2D cover;
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = {{.FetchColorExpr}};
float c = min(abs(texture(cover, vCoverUV).r), 1.0);
fragColor *= c;
}
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