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#include "common.glsl"
layout(binding = 0) uniform sampler2D image;
in vec2 tex_coord;
layout(location = 0) out vec4 out_FragColor;
void main() {
bool use_linear_blending = (bools & USE_LINEAR_BLENDING) != 0;
vec4 rgba = texture(image, tex_coord);
if (!use_linear_blending) {
rgba = unlinearize(rgba);
}
rgba.rgb *= vec3(rgba.a);
out_FragColor = rgba;
}
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