precision highp float; uniform sampler2D uSource; uniform sampler2D uMask; uniform mat4 uMVP; uniform mat4 uProjection = mat4(1.0); uniform float uAlpha = 1.0; uniform int uBlendMode; uniform vec4 uViewport; in vec2 vUv; out vec4 outputColor; vec4 Texture(sampler2D sampler, vec2 texCoords) { return texture(sampler, texCoords); } void setOutputColor(vec4 color) { outputColor = color; }