         max(uv0, uv1) - vec2(0.5)
     ) / texture_size.xyxy;
 
+#ifdef WR_FEATURE_ALPHA_PASS
     switch (user_data.y) {
         case IMAGE_SOURCE_COLOR:
             vSelect = vec2(0.0, 0.0);

            break;
    }

#ifdef WR_FEATURE_ALPHA_PASS
    vLocalPos = vi.local_pos;
#endif
}

varying vec3 vUv;
flat varying vec4 vUvBounds;
flat varying vec4 vColor;

#ifdef WR_FEATURE_ALPHA_PASS
flat varying vec2 vSelect;
#endif

#ifdef WR_VERTEX_SHADER

#ifdef WR_FEATURE_ALPHA_PASS
    #define IMAGE_SOURCE_COLOR              0
    #define IMAGE_SOURCE_ALPHA              1
    #define IMAGE_SOURCE_MASK_FROM_COLOR    2
#endif

void brush_vs(
    VertexInfo vi,
