#version 310 es // SPDX-License-Identifier: Unlicense OR MIT precision highp float; #include layout(binding = 0) uniform Block { float z; vec2 scale; vec2 offset; vec2 uvCoverScale; vec2 uvCoverOffset; vec2 uvScale; vec2 uvOffset; }; layout(location = 0) in vec2 pos; layout(location = 0) out vec2 vCoverUV; layout(location = 1) in vec2 uv; layout(location = 1) out vec2 vUV; void main() { gl_Position = vec4(pos*scale + offset, z, 1); vUV = uv*uvScale + uvOffset; vec3[2] fboTrans = fboTextureTransform(); vec3 uv3 = transform3x2(fboTrans, vec3(uv, 1.0)); vCoverUV = (uv3*vec3(uvCoverScale, 1.0)+vec3(uvCoverOffset, 0.0)).xy; }