attribute vec4 aPosition;
attribute vec2 aTextureCoord;
uniform mat4 vertexMatrix;
uniform mat4 texMatrix;
varying vec2 textureCoordinate;
void main()
{
    gl_Position = vertexMatrix * aPosition;
    textureCoordinate = (texMatrix * vec4(aTextureCoord, 0.0, 1.0)).xy;
}