precision mediump float; | |
uniform vec4 u_texcoord_clamp; | |
uniform sampler2D u_texture; | |
varying vec4 v_color; | |
varying vec2 v_texcoord; | |
void main() { | |
gl_FragColor = v_color * texture2D(u_texture, | |
clamp(v_texcoord, u_texcoord_clamp.xy, u_texcoord_clamp.zw)); | |
} |