// Mesh material default fragment
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;

uniform mat3 projectionMatrix;
uniform mat3 translationMatrix;
uniform mat3 uTextureMatrix;

varying vec2 vTextureCoord;

void main(void)
{
    gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);

    vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;
}
