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