#version 310 es // SPDX-License-Identifier: Unlicense OR MIT precision highp float; #include layout(binding = 0) uniform Block { vec4 transform; vec4 uvCoverTransform; vec4 uvTransformR1; vec4 uvTransformR2; float z; }; 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 = toClipSpace(vec4(pos*transform.xy + transform.zw, z, 1)); vUV = transform3x2(m3x2(uvTransformR1.xyz, uvTransformR2.xyz), vec3(uv,1)).xy; vec3 uv3 = transform3x2(fboTextureTransform, vec3(uv, 1.0)); vCoverUV = (uv3*vec3(uvCoverTransform.xy, 1.0)+vec3(uvCoverTransform.zw, 0.0)).xy; }