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varying lowp vec2 vUV;
void main() {
lowp float halfWidth = 0.5 * (1.0 - vUV.y);
lowp float distFromCenter = abs(vUV.x - 0.5);
if (distFromCenter > halfWidth) discard;
lowp vec3 baseColor = vec3(0.15, 0.45, 0.10);
lowp vec3 tipColor = vec3(0.40, 0.75, 0.20);
gl_FragColor = vec4(mix(baseColor, tipColor, vUV.y), 1.0);
}
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