skia2/tests/sksl/shared/NormalizationVert.glsl

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uniform vec4 sk_RTAdjust;
void main() {
gl_Position = vec4(1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}