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/* enum wlr_gles2_shader_source */
#define SOURCE_TEXTURE_RGBA 1
#define SOURCE_TEXTURE_RGBX 2
#define SOURCE_TEXTURE_EXTERNAL 3
#if !defined(SOURCE)
#error "Missing shader preamble"
#endif
#if SOURCE == SOURCE_TEXTURE_EXTERNAL
#extension GL_OES_EGL_image_external : require
#endif
precision mediump float;
varying vec2 v_texcoord;
#if SOURCE == SOURCE_TEXTURE_EXTERNAL
uniform samplerExternalOES tex;
#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX
uniform sampler2D tex;
#endif
uniform float alpha;
vec4 sample_texture() {
#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL
return texture2D(tex, v_texcoord);
#elif SOURCE == SOURCE_TEXTURE_RGBX
return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
#endif
}
void main() {
gl_FragColor = sample_texture() * alpha;
}
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