#version 300 es precision lowp float; in vec4 vertexPosition; out vec2 uvCoordinates; void main() { gl_Position = vec4(vertexPosition.xy, 0.0, 1.0); uvCoordinates = ( vec3(vertexPosition.xy, 1.0) * mat3( 0.5, 0.0, 0.5, 0.0, 0.5, 0.5, 0.0, 0.0, 1.0 )).xy; }