#version 100 struct m3x2 { vec3 r0; vec3 r1; }; struct Block { vec4 uvTransform; vec4 subUVTransform; }; uniform Block _block; attribute vec2 pos; varying vec2 vUV; attribute vec2 uv; vec3 transform3x2(m3x2 t, vec3 v) { return vec3(dot(t.r0, v), dot(t.r1, v), dot(vec3(0.0, 0.0, 1.0), v)); } void main() { m3x2 param = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0)); vec3 param_1 = vec3(pos, 1.0); vec3 p = transform3x2(param, param_1); gl_Position = vec4(p, 1.0); vUV = (uv * _block.subUVTransform.xy) + _block.subUVTransform.zw; vUV = (vUV * _block.uvTransform.xy) + _block.uvTransform.zw; }