#version 400
out vec4 sk_FragCoord_Workaround;
uniform vec4 sk_RTAdjust;
layout (location = 0) in vec4 pos;
void main() {
sk_FragCoord_Workaround = (gl_Position = pos);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}