1#version 400 2out vec4 sk_FragCoord_Workaround; 3layout (set = 0) uniform vec4 sk_RTAdjust; 4layout (location = 0) in vec4 pos; 5void main() { 6 sk_FragCoord_Workaround = (gl_Position = pos); 7 gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w); 8} 9