#version 330 uniform mat4 ModelViewProjectionMatrix; uniform mat4 TextureMatrix = mat4(1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1.); in vec3 Position; in vec2 Texcoord; in vec2 SecondTexcoord; out vec2 uv; out vec2 uv_bis; void main(void) { uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy; uv_bis = SecondTexcoord; gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.); }