#version 310 es precision highp float; struct VertexOutput { vec2 uv; vec4 position; }; layout(location = 0) in vec2 _p2vs_location0; layout(location = 1) in vec2 _p2vs_location1; smooth layout(location = 0) out vec2 _vs2fs_location0; void main() { vec2 pos = _p2vs_location0; vec2 uv1 = _p2vs_location1; _vs2fs_location0 = VertexOutput(uv1, vec4((1.2 * pos), 0.0, 1.0)).uv; gl_Position = VertexOutput(uv1, vec4((1.2 * pos), 0.0, 1.0)).position; return; }