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#version 120
uniform highp vec4 color_mdl;
uniform highp vec2 sliceFrameWidth;
varying highp vec3 pos;
void main() {
highp vec2 absPos = min(vec2(1.0, 1.0), abs(pos.xy));
if (absPos.x > sliceFrameWidth.x || absPos.y > sliceFrameWidth.y)
gl_FragColor = color_mdl;
else
discard;
}