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precision highp float;
varying vec2 vTexCoord;
uniform sampler2D u_maskTexture;
void main() {
vec2 texCoord = vec2(vTexCoord.x, 1.0 - vTexCoord.y);
vec4 maskColor = texture2D(u_maskTexture, texCoord);
//gl_FragColor = color;
gl_FragColor = maskColor;
float a = maskColor.a ;
a = a - 1.0/a*0.0035;
if (a < 0.059) {
a = 0.0;
}
gl_FragColor.a = a;
}