uniform mat4 mvpMatrix; uniform mat4 transformationMatrix; attribute vec4 position; attribute vec2 texCoords; varying vec2 pass_TexCoords; void main() { vec4 transformatedPosition = transformationMatrix * position; gl_Position = mvpMatrix * transformatedPosition; pass_TexCoords = (transformationMatrix * vec4(texCoords, 0.0, 0.0)).xy; pass_TexCoords *= vec2(3.0, 3.0); pass_TexCoords.y = clamp(pass_TexCoords.y, 0.0, 1.0) + 0.01; }