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#version 150

uniform sampler2D m_samp0;
in vec4 m_cord0;
in vec4 m_colour;
out vec4 fragColor;

// SM_FONTS shader
void main ()
{
  fragColor.r = m_colour.r;
  fragColor.g = m_colour.g;
  fragColor.b = m_colour.b;
  fragColor.a = m_colour.a * texture(m_samp0, m_cord0.xy).r;
#if defined(KODI_LIMITED_RANGE)
  fragColor.rgb *= (235.0-16.0) / 255.0;
  fragColor.rgb += 16.0 / 255.0;
#endif
}