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; }