// surfman/resources/examples/quad.vs.glsl precision highp float; uniform mat2 uTransform; uniform vec2 uTranslation; uniform mat2 uTexTransform; uniform vec2 uTexTranslation; in vec2 aPosition; out vec2 vTexCoord; void main() { vTexCoord = uTexTransform * aPosition + uTexTranslation; vec2 position = uTransform * aPosition + uTranslation; gl_Position = vec4(position, 0.0, 1.0); }