gelatin-0.0.0.3: shaders/mask.vert
#version 330 core
layout(location = 0) in vec2 position;
layout(location = 2) in vec2 uv;
uniform mat4 projection;
uniform mat4 modelview;
uniform sampler2D mainTex;
uniform sampler2D maskTex;
out vec2 fuv;
void main() {
fuv = uv;
gl_Position = projection * modelview * vec4(position.xy, 0.0, 1.0);
}