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#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
vec2 texInvert = vec2(TexCoord.x, -TexCoord.y);
FragColor = mix(texture(texture1, texInvert), texture(texture2, texInvert), 0.2);
//FragColor = texture(ourTexture, TexCoord) * vec4(ourColor.xyz, 1.0);
}
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