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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(location = 0) in vec2 pos;
layout(location = 1) in vec2 uv;
layout(push_constant) uniform Block {
vec4 uvTransform;
vec4 subUVTransform;
} _block;
layout(location = 0) out vec2 vUV;
void main() {
vec3 p = transform3x2(fboTransform, vec3(pos, 1.0));
gl_Position = vec4(p, 1);
vUV = uv.xy*_block.subUVTransform.xy + _block.subUVTransform.zw;
vUV = vUV*_block.uvTransform.xy + _block.uvTransform.zw;
}
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