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