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uniform vec4 u_color;
uniform vec2 u_offset;
uniform vec2 u_pattern_size;
uniform vec2 u_pattern_tl;
uniform vec2 u_pattern_br;
uniform float u_mix;
uniform sampler2D u_image;
varying vec2 v_pos;
void main() {
vec2 imagecoord = mod((v_pos + u_offset) / u_pattern_size, 1.0);
vec2 pos = mix(u_pattern_tl, u_pattern_br, imagecoord);
vec4 color1 = texture2D(u_image, pos);
vec2 imagecoord2 = mod(imagecoord * 2.0, 1.0);
vec2 pos2 = mix(u_pattern_tl, u_pattern_br, imagecoord2);
vec4 color2 = texture2D(u_image, pos2);
vec4 color = mix(color1, color2, u_mix);
gl_FragColor = color + u_color * (1.0 - color.a);
}
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