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