#version 300 es precision highp float; layout(location = 0) in vec2 vertex; out vec2 fragCoord; uniform vec2 desktopSize; uniform mat3x2 transform; void main() { vec2 pos = transform * vec3(vertex, 1.0); gl_Position = vec4(pos.x, -pos.y, 0.0, 1.0); fragCoord = vertex / desktopSize; }