#version 310 es // SPDX-License-Identifier: Unlicense OR MIT #extension GL_GOOGLE_include_directive : enable precision highp float; #include "common.h" layout(push_constant) uniform Block { vec2 scale; vec2 pos; vec2 uvScale; } _block; layout(location = 0) in vec2 pos; layout(location = 1) in vec2 uv; layout(location = 0) out vec2 vUV; void main() { vUV = vec2(uv*_block.uvScale); vec2 p = vec2(pos*_block.scale + _block.pos); gl_Position = vec4(transform3x2(windowTransform, vec3(p, 0)), 1); }