precision mediump float;
uniform mat4 uMVP;
uniform sampler2D uSource;
uniform sampler2D uMask;
uniform float uAlpha;
uniform int uBlendMode;
varying vec2 vUv;
vec4 Texture(sampler2D sampler, vec2 texCoords) {
return texture2D(sampler, texCoords);
}
void setOutputColor(vec4 color) {
gl_FragColor = color;