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| export const vertex = /* glsl */ ` | |
| varying vec2 vUv; | |
| uniform mat3 uvTransform; | |
| void main() { | |
| vUv = ( uvTransform * vec3( uv, 1 ) ).xy; | |
| gl_Position = vec4( position.xy, 1.0, 1.0 ); | |
| } | |
| `; | |
| export const fragment = /* glsl */ ` | |
| uniform sampler2D t2D; | |
| varying vec2 vUv; | |
| void main() { | |
| gl_FragColor = texture2D( t2D, vUv ); | |
| #include <tonemapping_fragment> | |
| #include <encodings_fragment> | |
| } | |
| `; | |