#version 300 es uniform mat3 ndcToWorld; in vec4 a_position; out vec2 worldCoordinates; out vec2 uvCoordinates; void main() { worldCoordinates = (vec3(a_position.xy, 1.0) * ndcToWorld).xy; uvCoordinates = ((a_position.xy + vec2(1.0)) / 2.0).xy; gl_Position = a_position; }