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#version 110
uniform sampler2D texSampler2D;
uniform sampler3D texSampler3D;
uniform float blend;
uniform vec2 scale;
uniform vec4 u;
varying vec2 t;
varying vec3 coords;
void main()
{
float blendscale = 1.789;
vec4 v = texture2D(texSampler2D, (t + scale) / scale ).wzyx;
vec4 w = texture3D(texSampler3D, coords) + v;
gl_FragColor = mix(w, u, blend * blendscale);
}
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