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#define HIGH_PRECISION_VERTEX
#include "sh_Utils.h"
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#include "sh_Masking.h"
layout(location = 2) in highp vec2 v_TexCoord;
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layout(location = 0) out vec4 o_Colour;
void main(void)
{
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highp float hueValue = v_TexCoord.x / (v_TexRect[2] - v_TexRect[0]);
o_Colour = getRoundedColor(hsv2rgb(vec4(hueValue, 1, 1, 1)), v_TexCoord);
}