ion;
}
`;

const fs = `#version 300 es
precision highp float;

// Passed in from the vertex shader.
in vec2 v_texcoord;
in vec4 v_projectedTexcoord;

uniform vec4 u_colorMult;
uniform sampler2D u_texture;
uniform sampler2D u_projectedTexture;

out vec4 outColor;

void main() {
  vec3 projectedTexcoord = v_projectedTexcoord.xyz / v_projectedTexcoord.w;

  bool inRange = 
      projectedTexcoord.x >= 0.0 &&
      projectedTexcoord.x <= 1.0 &&
      projectedTexcoord.y >= 0.0 &&
      projectedTexcoord.y <= 1.