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void MAIN()
{
BASE_COLOR = texture(extensionTexture, apiFactor * UV0 + apiFactorFlip * vec2(UV0.x, 1.0 - UV0.y));
}
void MAIN()
{
BASE_COLOR = texture(extensionTexture, apiFactor * UV0 + apiFactorFlip * vec2(UV0.x, 1.0 - UV0.y));
}