#version 300 es /* * SPDX-FileCopyrightText: syuilo and misskey-project * SPDX-License-Identifier: AGPL-3.0-only */ in vec2 position; uniform vec2 u_scale; out vec2 in_uv; void main() { gl_Position = vec4(position, 0.0, 1.0); in_uv = position / u_scale; }