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  1. varying vec2 V_Texcoord;
  2. uniform sampler2D U_BaseTexture;
  3. uniform sampler2D U_BlendTexture;
  4. void main()
  5. {
  6. vec4 baseColor = texture2D(U_BaseTexture, V_Texcoord);
  7. vec4 blendColor = texture2D(U_BlendTexture, V_Texcoord);
  8. gl_FragColor = vec4(1.0) - ((vec4(1.0)-blendColor) * (vec4(1.0)-baseColor));
  9. }