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