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uniform sampler2D texture2;
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vec4 ProcessTexel()
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{
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return getTexel(gl_TexCoord[0].st);
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}
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vec4 ProcessLight(vec4 color)
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{
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vec4 brightpix = desaturate(texture2D(texture2, gl_TexCoord[0].st));
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return vec4(min (color.rgb + brightpix.rgb, 1.0), color.a);
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}
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