layout(location = 0) in highp vec2 m_Position; layout(location = 1) in lowp vec4 m_Colour; layout(location = 2) in highp vec2 m_TexCoord; layout(location = 3) in highp vec4 m_TexRect; layout(location = 4) in mediump vec2 m_BlendRange; layout(location = 0) out highp vec2 v_MaskingPosition; layout(location = 1) out lowp vec4 v_Colour; layout(location = 2) out highp vec2 v_TexCoord; layout(location = 3) out highp vec4 v_TexRect; layout(location = 4) out mediump vec2 v_BlendRange; void main(void) { // Transform from screen space to masking space. highp vec3 maskingPos = g_MaskingInfo.ToMaskingSpace * vec3(m_Position, 1.0); v_MaskingPosition = maskingPos.xy / maskingPos.z; v_Colour = m_Colour; v_TexCoord = m_TexCoord; v_TexRect = m_TexRect; v_BlendRange = m_BlendRange; gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0); }