uniform mat4 mvpMatrix; uniform mat4 transformationMatrix; uniform vec2 texCoordScaling; attribute vec4 position; attribute vec2 texCoords; varying vec2 pass_TexCoords; void main() { vec2 scale = vec2(1.0, 1.0); if(texCoordScaling.x != 0.0) scale.x = texCoordScaling.x; if(texCoordScaling.y != 0.0) scale.y *= texCoordScaling.y; vec4 transformatedPosition = transformationMatrix * position; gl_Position = mvpMatrix * transformatedPosition; pass_TexCoords = scale * texCoords; }