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GLSL
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#version 100
#extension GL_EXT_shader_texture_lod : require
precision mediump float;
precision highp int;
uniform mediump sampler2D tex;
void main()
{
gl_FragData[0] = texture2DLodEXT(tex, vec2(0.4000000059604644775390625, 0.60000002384185791015625), 0.0);
}