ioef/code/renderergl2/glsl/generic_fp.glsl

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uniform sampler2D u_DiffuseMap;
varying vec2 var_DiffuseTex;
varying vec4 var_Color;
void main()
{
vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex);
gl_FragColor = color * var_Color;
}