attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
attribute vec4 aColor;
uniform mat3 projectionMatrix;
uniform mat3 otherMatrix;
varying vec2 vMapCoord;
varying vec2 vTextureCoord;
varying vec4 vColor;
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;
vColor = vec4(aColor.rgb * aColor.a, aColor.a);
}