#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); }