#version 300 es
precision highp float;

layout(location = 0) in vec2 vertex;
out vec2 uv;

uniform vec2   desktopSize;
uniform mat3x2 transform;

void main()
{
  gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0);
  uv = vertex / desktopSize;
}
