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#version 300 es
precision highp float;
uniform sampler2D texture_data;
uniform vec3 text_color;
in vec2 vertex_texcoord;
out vec4 frag_color;
void main() {
vec4 texel = texture(texture_data, vertex_texcoord);
if (texel.rgb == vec3(0.0, 0.0, 0.0)) discard;
texel.r = text_color.r;
texel.g = text_color.g;
texel.b = text_color.b;
frag_color = texel;
}
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