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#version 140
uniform sampler2D texSampler2D;
in vec4 color;
in float alpha;
in vec4 TexCoord[6];
in vec4 userIn[2];
flat in int a, b;
void main()
{
vec4 texColor = texture(texSampler2D, vec2(userIn[b] + TexCoord[a] + TexCoord[5]));
texColor += color;
texColor.a = alpha;
gl_FragColor = TexCoord[0] + TexCoord[b] + texColor + userIn[a];
}