#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; vec2 uvCoverScale; vec2 uvCoverOffset; } uniforms; 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*uniforms.scale + uniforms.offset, uniforms.z, 1); vUV = uv*uniforms.uvScale + uniforms.uvOffset; vCoverUV = uv*uniforms.uvCoverScale+uniforms.uvCoverOffset; }