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uniform sampler2D U_MainTexture;
varying vec2 V_Texcoord;
void main()
{
//float depthValue=pow(texture2D(U_MainTexture,V_Texcoord).r,8.0);
//gl_FragColor=vec4(vec3(depthValue),1.0);
gl_FragColor=texture2D(U_MainTexture,V_Texcoord);
}