<?xml version="1.0" encoding="UTF-8"?>
<shader language="GLSL">
    <vertex><![CDATA[
    void main()
    {
        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
        gl_TexCoord[0] = gl_MultiTexCoord0;
    }
    ]]></vertex>
  <fragment filter="nearest"><![CDATA[
    uniform sampler2D rubyTexture;
    uniform vec2 rubyInputSize;
    uniform vec2 rubyOutputSize;
    uniform vec2 rubyTextureSize;

    void main(void) {
        gl_FragColor = texture2D(rubyTexture, gl_TexCoord[0].st);
    }
  ]]></fragment>
</shader>
