remove accidental bias value
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@@ -4,5 +4,5 @@ uniform float u_opacity;
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varying vec2 v_pos;
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void main() {
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gl_FragColor = texture2D(u_image, v_pos, 2) * u_opacity;
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gl_FragColor = texture2D(u_image, v_pos) * u_opacity;
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}
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