varying vec2 v_TexCoord; varying vec3 v_ScreenCoord; uniform sampler2D g_Texture0; // {"hidden":true} void main() { vec2 texCoord = v_ScreenCoord.xy / v_ScreenCoord.z * vec2(0.5, 0.5) + 0.5; gl_FragColor = texSample2D(g_Texture0, texCoord); #if CLEARALPHA == 1 gl_FragColor.a = 0; #endif }