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precision highp float;
varying vec2 vTexCoord;
uniform sampler2D u_texture;
uniform sampler2D u_sourceTexture;
void main() {
vec2 texCoord = vec2(vTexCoord.x, 1.0 - vTexCoord.y);
vec4 sourceColor = texture2D(u_sourceTexture, texCoord);
vec4 color = texture2D(u_texture, texCoord);
//gl_FragColor = color;
gl_FragColor = sourceColor;
gl_FragColor.a = color.a * 0.997;
}