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#version 400
uniform sampler2D texSampler2D;
uniform sampler3D texSampler3D;
in float blend;
in vec2 scale;
in vec4 u;
in vec2 t;
in vec3 coords;
void main()
{
float blendscale = 1.789;
vec4 v = texture(texSampler2D, (t + scale) / scale ).wzyx;
vec4 w = texture(texSampler3D, coords) + v;
gl_FragColor = mix(w, u, blend * blendscale);
}