1 uniform mat4 proj_matrix;
2 uniform mat4 tex_matrix;
4 attribute vec2 position;
10 vec4 transformed_uv = tex_matrix * vec4(uv.x, uv.y, 1.0, 1.0);
11 UV = transformed_uv.st / transformed_uv.q;
12 gl_Position = vec4(scale, scale, 1.0, 1.0) * (proj_matrix * vec4(position.x, position.y, 0.0, 1.0));