[[vertex]]

uniform mat4 mvp;
uniform vec2 tof;
uniform vec2 tsz;

in vec2 pos;
in vec2 uvs;
out vec2 uv;

void main()
{
    uv = tof + uvs * tsz;
    gl_Position = mvp * vec4(pos, 0.0, 1.0);
}

[[fragment]]

uniform sampler2D tex;

in mediump vec2 uv;
out mediump vec4 frag;

void main()
{
    frag = texture(tex, uv);
}
