[vert.glsl]

#version 130

in vec2 in_position;
out vec2 pass_position;

void main()
{
    pass_position = in_position;
    gl_Position = vec4(in_position, 0.0, 1.0);
}

[frag.glsl]

#version 130

#if defined GL_ES
precision highp float;
#endif

uniform sampler2D u_buffer;

in vec2 pass_position;
out vec4 out_color;

void main(void)
{
    vec2 pos = pass_position;
    vec2 texcoords = pos * 0.5 + vec2(0.5, 0.5);
    out_color = vec4(texture2D(u_buffer, texcoords).rgb, 1);
}

