Create night_screen.frag
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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void main() {
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vec4 color = texture2D(tex, v_texcoord);
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color.r *= 1.0;
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color.g *= 0.75;
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color.b *= 0.55;
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gl_FragColor = color;
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}
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