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path: root/gsk/ngl/resources/blit.glsl
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// VERTEX_SHADER:

void main() {
  gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);

  vUv = vec2(aUv.x, aUv.y);
}

// FRAGMENT_SHADER:
void main() {
  vec4 diffuse = GskTexture(u_source, vUv);

  gskSetOutputColor(diffuse * u_alpha);
}