#version 150 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projMatrix; uniform mat4 textureMatrix; in vec3 position; in vec2 texCoord; out Vertex { vec2 texCoord; } OUT; void main(void) { mat4 mvp = projMatrix * viewMatrix * modelMatrix; gl_Position = mvp * vec4(position, 1.0); OUT.texCoord = (textureMatrix * vec4(texCoord, 0.0, 1.0)).xy; }