 0.5) * color.b + colorAdd * step(0.5, u_size.w);\n\treturn color;\n}\nvoid main(void){\n\t#pragma body\n\tvec2 uv = (u_size.z == 1.) ? getFrameCoodv() * u_size.xy : openfl_TextureCoordv * u_size.xy;\n\tfloat centerWidth = u_size.x - u_s9d.x - u_s9d.y;\n\tfloat centerHeight = u_size.y - u_s9d.z - u_s9d.w;\n\tfloat centerSliceWidth = ((u_size.z == 1.) ? u_frameSpriteRect.z : openfl_TextureSize.x) - u_s9d.x - u_s9d.y;\n\tfloat centerSliceHeight = ((u_size.z == 1.) ? u_frameSpriteRect.w : openfl_TextureSize.y)