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#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D al_tex; ///what we're drawing
uniform sampler2D base_tex; ///what is already drawn
uniform bool al_use_tex;
varying vec4 varying_color;
varying vec2 varying_texcoord;
float screenWidth=640.0;
float screenHeight=360.0;
uniform int blendselect;
//1 = screen
//2 = burn
//3 = multiply
} else {
gl_FragColor = varying_color;
}
}