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uniform sampler2D fireAlpha; // the texture with the scene you want to blur
//varying vec2 vTexCoord;
//precision mediump float;
//uniform sampler2D tex;
//varying float vAlpha;
in vec2 gl_PointCoord;
void main () {
vec4 texColor = texture2D(fireAlpha, gl_PointCoord);
gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);
}
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