[[vertex]] uniform mat4 mvp; in vec4 pos; in vec2 uvs; out vec2 uv; void main() { uv = uvs; gl_Position = mvp * vec4(pos.xyz, 1.0); } [[fragment]] in mediump vec2 uv; out mediump vec4 frag; void main() { frag = vec4(uv, 0.0, 1.0); }