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uniform bool m_UseTex;
uniform sampler2D m_Texture;
uniform vec4 m_Color;
varying vec2 texCoord;
varying vec4 color;
void main() {
vec4 texVal = texture2D(m_Texture, texCoord);
texVal = m_UseTex ? texVal : vec4(1.0);
gl_FragColor = texVal * color * m_Color;
}
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