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