#ifdef GL_ES
precision mediump float;
#endif

IN(0) vec2 tex_coord_0;

UNIFORM_BEGIN
  UNIFORM_V(vec2 scale)
  UNIFORM_V(vec2 offset)
  UNIFORM_V(vec2 rotation)
  UNIFORM_V(vec2 tex_offset)
  UNIFORM_V(vec2 tex_scale)
  UNIFORM_V(mat4 projection)
  UNIFORM_F(vec4 color)
UNIFORM_END

SAMPLER(0, sampler2D texture_0)

FRAG_COLOR_OUT(frag_color)

void main() {
  FRAG_COLOR(frag_color) = TEXTURE(texture_0, tex_coord_0) * PARAM(color);
}
