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  1. uniform sampler2D U_MainTexture;
  2. varying vec2 V_Texcoord;
  3. void main()
  4. {
  5. //float depthValue=pow(texture2D(U_MainTexture,V_Texcoord).r,8.0);
  6. //gl_FragColor=vec4(vec3(depthValue),1.0);
  7. gl_FragColor=texture2D(U_MainTexture,V_Texcoord);
  8. }