precision mediump float;
varying vec2 a_pos;
uniform float u_time; //seconds since page load
uniform float u_stime; //seconds since shader compile
uniform vec4 u_mouse; //xy: current pos, zw: click pos
uniform vec2 u_resolution;
uniform float u_frame; //frame counter
uniform float u_timedelta; //time between frames
uniform sampler2D u_channel0; //previous frame texture
uniform vec2 u_channelresolution[1]; //texture resolution
void mainImage( out vec4 c, in vec2 fc )
{
vec2 uv = gl_FragCoord.xy / u_channelresolution[0];
uv.y = 1.0 - uv.y;
// Simply display the loaded texture
vec3 color = texture2D(u_channel0, uv).rgb;
c = vec4(color, 1.0);
}
void main(void) {
vec2 uv = a_pos;
mainImage(gl_FragColor, uv);
}