#version 310 es // SPDX-License-Identifier: Unlicense OR MIT #extension GL_GOOGLE_include_directive : enable precision highp float; #include "common.h" layout(push_constant) uniform Block { vec4 transform; vec4 uvCoverTransform; vec4 uvTransformR1; vec4 uvTransformR2; } _block; 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() { vec2 p = vec2(pos*_block.transform.xy + _block.transform.zw); gl_Position = vec4(transform3x2(windowTransform, vec3(p, 0)), 1); vUV = transform3x2(m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz), vec3(uv,1)).xy; vec3 uv3 = vec3(uv, 1.0); vCoverUV = (uv3*vec3(_block.uvCoverTransform.xy, 1.0)+vec3(_block.uvCoverTransform.zw, 0.0)).xy; }