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; }