#pragma language glsl3 varying float hue; uniform float time; #ifdef VERTEX uniform mat4 proj; uniform mat4 view; uniform sampler2D canvas; vec4 position(mat4 transform_projection, vec4 vertex_position) { return vertex_position; } #endif #ifdef PIXEL vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) { return color; } #endif