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#include "/lib/util.glsl"
varying vec2 texcoord;
flat varying float exposureA;
flat varying float tempOffsets;
uniform sampler2D colortex4;
uniform int frameCounter;
void main() {
tempOffsets = HaltonSeq2(frameCounter%10000);
gl_Position = ftransform();
texcoord = gl_MultiTexCoord0.xy;
exposureA = texelFetch2D(colortex4,ivec2(10,37),0).r;
}