attribute vec2 aPos; uniform mat3 uMatrix; uniform float uAngle; varying float vTrf; varying float vY; varying float vAlpha; varying mat2 vRSInv; void main(void) { const float scale = 5.; float quad = scale * aPos.x; mat3 rs = rot(uAngle) * uMatrix; vTrf = udistance(rs, quad); vY = 1. + aPos.y; vAlpha = alpha(rs); gl_Position = vec4(aPos, 0.0, 1.0); }