#version 310 es // SPDX-License-Identifier: Unlicense OR MIT precision highp float; #include layout(binding = 0) uniform Block { vec4 transform; vec4 uvTransformR1; vec4 uvTransformR2; float z; }; layout(location = 0) in vec2 pos; layout(location = 1) in vec2 uv; layout(location = 0) out vec2 vUV; void main() { vec2 p = pos*transform.xy + transform.zw; gl_Position = toClipSpace(vec4(p, z, 1)); vUV = transform3x2(m3x2(uvTransformR1.xyz, uvTransformR2.xyz), vec3(uv,1)).xy; }