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