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#version 330 core
out vec4 FragColor;

uniform vec4 ourColor;
in vec4 vertexColor;
in vec2 texCoord;

uniform sampler2D texture0;
uniform sampler2D texture1;

void
main()
{
	FragColor = mix(texture(texture0, texCoord),
	                texture(texture1, texCoord), 0.2) * vertexColor * ourColor;
}