precision highp float;
-varying mediump vec2 vTexCoord;
+INPUT mediump vec2 vTexCoord;
uniform sampler2D sTexture;
uniform mediump float uDelta;
vec2 texCoord = vTexCoord * 2. - 1.;
mat2 rotation = mat2(cos(uDelta), -sin(uDelta), sin(uDelta), cos(uDelta));
texCoord = (rotation * texCoord) * .5 + .5;
- color += texture2D( sTexture, texCoord );
- gl_FragColor = color;
-}
\ No newline at end of file
+ color += TEXTURE( sTexture, texCoord );
+ OUT_COLOR = color;
+}