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precision highp float;
varying vec2 vUv;
uniform sampler2D uVelocity;
uniform sampler2D uSource;
uniform vec2 texelSize;
uniform float dt;
uniform float uDissipation;
void main() {
vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
gl_FragColor = uDissipation * texture2D(uSource, coord);
gl_FragColor.a = 1.0;
}