#version 330 uniform mat4 worldViewProj; uniform mat4 textureMatrix0; uniform mat4 textureMatrix1; in vec4 vertex; in vec4 uv0; in vec4 uv1; out vec4 oUv0; out vec4 oUv0Transformed; out vec4 oUv1Transformed; void main() { gl_Position = worldViewProj * vertex; oUv0 = uv0; oUv0Transformed = textureMatrix0 * uv0; }