| #version 100 | |
| precision mediump float; | |
| uniform sampler2D uSampler0_Stage0; | |
| uniform vec4 uTexDom_Stage0; | |
| varying vec4 vColor; | |
| varying vec2 vMatrixCoord_Stage0; | |
| void main() { | |
| vec4 output_Stage0; | |
| { | |
| // Stage 0: TextureDomain | |
| output_Stage0 = (vColor * texture2D( | |
| uSampler0_Stage0, | |
| clamp(vMatrixCoord_Stage0, uTexDom_Stage0.xy, uTexDom_Stage0.zw))); | |
| } | |
| gl_FragColor = output_Stage0; | |
| } |