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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;
}