#cull back @vs vs in vec3 a_pos; in vec2 a_uv; out vec2 uv; void main() { vec3 pos = a_pos; pos -= 0.5; pos *= 2; uv = a_uv; gl_Position = vec4(pos.xy, 0, 1.0); } @end @fs fs in vec2 uv; out vec4 color; #define PI 3.141592 @image_sample_type diffuse unfilterable_float texture2D diffuse; @sampler_type smp nonfiltering sampler smp; uniform vec2 mouse; uniform float time; @include_block frag void main() { frag(); } @end @program p vs fs