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#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 {
vec2 scale;
vec2 pos;
vec2 uvScale;
} _block;
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 uv;
layout(location = 0) out vec2 vUV;
void main() {
vUV = vec2(uv*_block.uvScale);
vec2 p = vec2(pos*_block.scale + _block.pos);
gl_Position = vec4(transform3x2(windowTransform, vec3(p, 0)), 1);
}
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