// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
vec4 diffuse = GskTexture(u_source, vUv);
gskSetOutputColor(diffuse * u_alpha);