export default { uniforms: {}, vertexShader: ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `, fragmentShader: ` varying vec2 vUv; void main() { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } `, }