#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 { vec4 transform; vec4 uvTransformR1; vec4 uvTransformR2; float opacity; // fbo is set if blitting to a FBO, otherwise the window. float fbo; } _block; layout(location = 0) in vec2 pos; layout(location = 1) in vec2 uv; layout(location = 0) out vec2 vUV; layout(location = 1) out float opacity; void main() { vec2 p = pos*_block.transform.xy + _block.transform.zw; if (_block.fbo != 0.0) { gl_Position = vec4(transform3x2(fboTransform, vec3(p, 0)), 1); } else { gl_Position = vec4(transform3x2(windowTransform, vec3(p, 0)), 1); } vUV = transform3x2(m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz), vec3(uv,1)).xy; opacity = _block.opacity; }