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#version 440
QC_INCLUDE "customfrag.glsl"
void main()
{
float a = 0.6 + 0.2 * sin(0.1 * fragCoord.x + 4.0 * iTime);
vec4 color = vec4(a, a, a, 1.0);
fragColor = sdfFontAlpha() * globalAlpha * color;
// Note: Disable this if you don't want color effects to affect.
applyColorEffects(fragColor);
}