#ifdef GL_ES
precision mediump float;
#endif
UNIFORM_BEGIN
UNIFORM_V(vec2 scale)
UNIFORM_V(vec2 offset)
UNIFORM_V(vec2 rotation)
UNIFORM_V(mat4 projection)
UNIFORM_F(vec4 color)
UNIFORM_END
FRAG_COLOR_OUT(frag_color)
void main() {
FRAG_COLOR(frag_color) = PARAM(color);
}