<commit_before>#ifdef GL_ES
precision highp float;
#endif

varying vec2 v_texcoord0;
varying vec4 v_color;

uniform sampler2D u_texture0;

void main() {
    gl_FragColor = v_color * vec4(v_color.rgb, texture2D(u_texture0, v_texcoord0).a);
}<commit_msg>Remove erroneous squaring of fragment color in texture shader<commit_after>#ifdef GL_ES
precision highp float;
#endif

varying vec2 v_texcoord0;
varying vec4 v_color;

uniform sampler2D u_texture0;

void main() {
    gl_FragColor = vec4(v_color.rgb, texture2D(u_texture0, v_texcoord0).a);
}
{'fraction_non_alphanumeric': 0.08671586715867159, 'fraction_numerical': 0.033210332103321034, 'mean_word_length': 6.24, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '2765495', 'n_tokens_mistral': 217, 'n_tokens_neox': 206, 'n_words': 51}