uniform mat4 uMVPMatrix; uniform mat4 uTexMatrix; attribute vec4 aPosition; attribute vec4 aTextureCoord; varying vec2 vTextureCoord; /** * This vertex shader maps the projection matrix to the * position of the frame and then forwards * the coordinates of the texture to a vertex shader */ void main() { gl_Position = uMVPMatrix * aPosition; vTextureCoord = (uTexMatrix * aTextureCoord).xy; }