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#version 140
#extension GL_ARB_explicit_attrib_location : require

in vec2 v_tex_coord;

uniform usampler2D u_pixels;
uniform sampler2D u_palette;

layout (location = 0) out vec4 out_frag_color;

void main(void) {
  uint palette_index = texture(u_pixels, v_tex_coord.xy).r;
  vec4 texel = texelFetch(u_palette, ivec2(palette_index, 0), 0);
  out_frag_color = vec4(texel.bgra);
}