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matabstrix/data/shaders/fragment.glsl

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precision lowp float;
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varying vec2 f_tex_coord;
uniform sampler2D texture;
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void main(void) {
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vec2 flipped_tex_coord = vec2(f_tex_coord.x, 1.0 - f_tex_coord.y);
gl_FragColor = texture2D(texture, flipped_tex_coord);
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}