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precision mediump float;

/* Uniforms */

uniform int uTextureUsage;
uniform sampler2D uTextureUnit;

/* Varyings */

varying vec2 vTextureCoord;
varying vec4 vVertexColor;

void main()
{
	vec4 Color = vVertexColor;

	if (bool(uTextureUsage))
		Color *= texture2D(uTextureUnit, vTextureCoord);

	gl_FragColor = Color;
}