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#ifndef NEW_GLSL
#define in varying
#define fragmentColor gl_FragColor
#endif
#ifdef EXPLICIT_UNIFORM_LOCATION
layout(location = 1) uniform vec3 color;
#else
uniform lowp vec3 color;
#endif
#ifdef EXPLICIT_TEXTURE_LAYER
layout(binding = 16) uniform sampler2D fontTexture;
#else
uniform lowp sampler2D fontTexture;
#endif
in vec2 fragmentTextureCoordinates;
#ifdef NEW_GLSL
out vec4 fragmentColor;
#endif
void main() {
lowp float intensity = texture(fontTexture, fragmentTextureCoordinates).r;
fragmentColor = vec4(intensity*color, intensity);
}