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#version 150
struct m3x2
{
vec3 r0;
vec3 r1;
};
struct Block
{
vec2 scale;
vec2 pos;
vec2 uvScale;
};
uniform Block _block;
out vec2 vUV;
in vec2 uv;
in vec2 pos;
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()
{
vUV = vec2(uv * _block.uvScale);
vec2 p = vec2((pos * _block.scale) + _block.pos);
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);
}
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