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varying mat4 v_tex_rot;
uniform sampler2D tex;
void main() {
vec2 l_uv = gl_TexCoord[0].xy;
const vec2 l_offset = vec2(0.5, 0.5);
l_uv -= l_offset;
l_uv = vec2(v_tex_rot * vec4(l_uv, 0.0, 1.0));
l_uv += l_offset;
gl_FragColor = vec4(texture2D(tex, l_uv)) * gl_Color;
}
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