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varying vec2 V_Texcoord;
uniform sampler2D U_BaseTexture;
uniform sampler2D U_BlendTexture;
void main()
{
vec4 baseColor = texture2D(U_BaseTexture, V_Texcoord);
vec4 blendColor = texture2D(U_BlendTexture, V_Texcoord);
gl_FragColor = baseColor/(vec4(1.0)-blendColor);
}