#version 300 es layout(location = 0) in vec2 vertex; out highp vec2 uv; uniform highp vec2 size; uniform mat3x2 transform; void main() { highp vec2 uvScale; gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0); uvScale.x = 1.0 / size.x; uvScale.y = 1.0 / size.y; uv = vertex * uvScale; }