uniform sampler2D vram; SHARED vec2 fragTexcoord; #ifdef VERTEX_SHADER in vec2 position; in vec2 texcoord; void main() { fragTexcoord = texcoord; gl_Position = vec4(position.x * 2.0 - 1.0, position.y * 2.0 - 1.0, 0.0, 1.0); } #endif #ifdef FRAGMENT_SHADER void main() { outColor = vec4(texture(vram, fragTexcoord).rgb, 1.0); } #endif