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precision highp float;
varying vec2 vTexCoord;
uniform vec2 normalRes;
uniform sampler2D lastTexture;
uniform vec2 res;
void main() {
vec2 uv = vTexCoord;
uv.y = 1.0 - uv.y;
vec4 color;
color = vec4(texture2D(lastTexture, uv));
// gl_FragColor = vec4(0.,0.,1.,1.);
gl_FragColor = color;
gl_FragColor.a = 1.0;
}