#version 400 | |
out vec4 sk_FragCoord_Workaround; | |
layout (set = 0) uniform vec4 sk_RTAdjust; | |
layout (location = 0) in vec4 pos; | |
void main() { | |
sk_FragCoord_Workaround = (gl_Position = pos); | |
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); | |
} |