#version 300 es // composite // features: ["TEXTURE_2D"] precision highp float; out highp vec4 oFragColor; uniform lowp sampler2D sColor0; in highp vec2 vUv; flat in highp vec4 vColor; flat in highp vec4 vUVBounds; void main () { oFragColor = (vColor * texture (sColor0, min (max (vUv, vUVBounds.xy), vUVBounds.zw))); }