#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); }