#version 310 es // SPDX-License-Identifier: Unlicense OR MIT precision highp float; layout(location = 0) in vec2 pos; layout(location = 1) in vec2 uv; layout(binding = 0) uniform Block { vec2 scale; vec2 offset; } uvparams; layout(location = 0) out vec2 vUV; void main() { vec2 p = pos; p.y = -p.y; gl_Position = vec4(p, 0, 1); vUV = uv*uvparams.scale + uvparams.offset; }