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- uniform sampler2D sTexture;
- varying lowp float SpecularIntensity;
- varying mediump vec2 RefractCoord;
- void main()
- {
- lowp vec3 refractColor = texture2D(sTexture, RefractCoord).rgb;
- gl_FragColor = vec4(refractColor + SpecularIntensity, 1.0);
- }
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