// surfman/resources/examples/blit.fs.glsl
precision highp float;
#ifdef SAMPLER_RECT
uniform sampler2DRect uSource;
#else
uniform sampler2D uSource;
#endif
in vec2 vTexCoord;
out vec4 oFragColor;
void main() {
vec2 texCoord = vTexCoord;
#ifdef SAMPLER_RECT
texCoord /= vec2(dFdx(vTexCoord.x), dFdy(vTexCoord.y));
#endif
oFragColor = texture(uSource, texCoord);
}