#version 310 es // SPDX-License-Identifier: Unlicense OR MIT precision highp float; layout(binding = 0) 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 = uv*_block.uvScale; gl_Position = vec4(pos*_block.scale + _block.pos, 0, 1); }