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++ #version 440
++
++ layout(location = 0) in vec4 vertexCoordsArray;
++ layout(location = 1) in vec2 textureCoordArray;
++ layout(location = 0) out vec2 textureCoords;
++
++ layout(std140, binding = 0) uniform buf {
++ mat4 texMatrix;
++ };
++
++ void main()
++ {
++ gl_Position = vertexCoordsArray;
++ textureCoords = (texMatrix * vec4(textureCoordArray, 0.0, 1.0)).xy;
++ }