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#if __VERSION__ == 120
flat varying vec4 color;
noperspective varying vec2 texcoord;
#define fragColor gl_FragColor
#else
flat in vec4 color;
noperspective in vec2 texcoord;
out vec4 fragColor;
#endif
uniform sampler2D glyph;
void main()
{
// input color replaces texture color
fragColor.rgb = color.rgb;
// modulate input alpha & texture alpha
fragColor.a = color.a * texture2D(glyph, texcoord).a;
}