#version 300 es
#define SHADER_NAME Tiling-Sprite-300

precision lowp float;

in vec2 aVertexPosition;
in vec2 aTextureCoord;

uniform mat3 projectionMatrix;
uniform mat3 translationMatrix;
uniform mat3 uTransform;

out vec2 vTextureCoord;

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

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