attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat3 projectionMatrix;
uniform mat3 otherMatrix;
varying vec2 vMapCoord;
varying vec2 vTextureCoord;
void main(void)
{
gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vTextureCoord = aTextureCoord;
vMapCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;
}