// surfman/resources/examples/quad.vs.glsl
precision highp float;
uniform mat2 uTransform;
uniform vec2 uTranslation;
uniform mat2 uTexTransform;
uniform vec2 uTexTranslation;
in vec2 aPosition;
out vec2 vTexCoord;
void main() {
vTexCoord = uTexTransform * aPosition + uTexTranslation;
vec2 position = uTransform * aPosition + uTranslation;
gl_Position = vec4(position, 0.0, 1.0);
}