// VERTEX_SHADER: // custom.glsl void main() { gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0); vUv = vec2(aUv.x, aUv.y); } // FRAGMENT_SHADER: // custom.glsl // The shader supplies: void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv); uniform vec2 u_size; uniform sampler2D u_source2; uniform sampler2D u_source3; uniform sampler2D u_source4; void main() { vec4 fragColor; vec2 fragCoord = vec2(vUv.x * u_size.x, (1.0-vUv.y) * u_size.y); mainImage(fragColor, fragCoord, u_size, vUv); gskSetOutputColor(fragColor); }