#version 100 struct m3x2 { vec3 r0; vec3 r1; }; struct Block { vec4 transform; vec4 uvTransformR1; vec4 uvTransformR2; }; uniform Block _block; attribute vec2 pos; varying vec2 vUV; attribute vec2 uv; vec3 transform3x2(m3x2 t, vec3 v) { return vec3(dot(t.r0, v), dot(t.r1, v), dot(vec3(0.0, 0.0, 1.0), v)); } void main() { vec2 p = (pos * _block.transform.xy) + _block.transform.zw; m3x2 param = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, -1.0, 0.0)); vec3 param_1 = vec3(p, 0.0); gl_Position = vec4(transform3x2(param, param_1), 1.0); m3x2 param_2 = m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz); vec3 param_3 = vec3(uv, 1.0); vUV = transform3x2(param_2, param_3).xy; }