uniform mat4 g_ModelMatrix; attribute vec3 a_Position; attribute vec2 a_TexCoord; varying vec2 v_TexCoord; varying vec4 v_ViewRect; void main() { gl_Position = vec4(a_Position, 1.0); //v_TexCoord = a_TexCoord; v_TexCoord.x = mix(g_ModelMatrix[1][0], g_ModelMatrix[1][2], a_TexCoord.x); v_TexCoord.y = mix(g_ModelMatrix[1][3], g_ModelMatrix[1][1], a_TexCoord.y); v_ViewRect = g_ModelMatrix[0]; }