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++ void MAIN()
++ {
++ vec2 size = vec2(textureSize(SCREEN_MIP_TEXTURE, 0));
++ vec2 uv = FRAGCOORD.xy / size;
++
++ vec4 c;
++ if (mipLevel == 0.0)
++ c = texture(SCREEN_TEXTURE, uv);
++ else
++ c = textureLod(SCREEN_MIP_TEXTURE, uv, mipLevel);
++
++ c.g = c.r;
++ c.b = c.r;
++
++ BASE_COLOR = c;
++ }