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[require]
GLSL >= 1.40
[fragment shader]
#version 140
uniform vec4 uColor_Stage0;
void main() {
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
in vec2 inPosition;
void main() {
vec3 pos3 = uViewM_Stage0 * vec3(inPosition, 1.0);
gl_Position = vec4(pos3.x, pos3.y, 0.0, pos3.z);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
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