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// VERTEX_SHADER:
// color.glsl
_OUT_ vec4 final_color;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
final_color = gsk_premultiply(aColor) * u_alpha;
}
// FRAGMENT_SHADER:
// color.glsl
_IN_ vec4 final_color;
void main() {
gskSetOutputColor(final_color);
}
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