#version 140 in vec3 v_position; in vec2 v_tex_coord; uniform mat4 view_model_matrix; uniform mat4 projection_matrix; uniform mat3 u_uvTransformMatrix; out vec2 v_texcoord; void main() { v_texcoord = (u_uvTransformMatrix * vec3(v_tex_coord, 1.0)).xy; gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0); }