return [[ # ifdef VERTEX uniform mat4 scene_transform; // world -> view transform uniform mat4 model_transform; // model -> world transform vec4 position(mat4 love_transform, vec4 vertex_position) { return scene_transform * model_transform * vertex_position; } # endif # ifdef PIXEL uniform vec3 pick_color; vec4 effect(vec4 color, sampler2D texture, vec2 texture_coords, vec2 screen_coords) { if (texture2D(texture, texture_coords).a < 0.1) discard; return vec4(pick_color, 1); } # endif ]]