Pixel-Composer/build/Windows/0/cache/sh_fd_visualize.shader

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// Passthrough vertex shader.
attribute vec4 in_Position;
attribute vec2 in_TextureCoord;
attribute vec4 in_Colour;
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main() {
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * in_Position;
v_vTexcoord = in_TextureCoord;
v_vColour = in_Colour;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main() {
float a = texture2D(gm_BaseTexture, v_vTexcoord).a;
gl_FragColor = vec4(vec3(1.), a);
}