#version 310 es // SPDX-License-Identifier: Unlicense OR MIT precision highp float; 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; vCoverUV = uv*uvCoverScale+uvCoverOffset; }