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VARYING vec2 texcoord;
void MAIN()
{
BASE_COLOR = texture(tex1, texcoord);
vec2 screencoord = texcoord;
// the tex coords from the rectangle (or cube etc.) are almost suitable,
// except that on non-GL we need to flip them
if (FRAMEBUFFER_Y_UP < 0.0)
screencoord.y = 1.0 - screencoord.y;
BASE_COLOR *= texture(SCREEN_TEXTURE, screencoord);
}