You can send two triangles creating a quad, with their vertex attributes set to -1/1 respectively.
You do not need to multiply them with any matrix in the vertex/fragment shader.
Here are some code samples, simple as it is :)
Vertex Shader:
const vec2 madd=vec2(0.5,0.5);
attribute vec2 vertexIn;
varying vec2 textureCoord;
void main() {
textureCoord = vertexIn.xy*madd+madd; // scale vertex attribute to [0-1] range
gl_Position = vec4(vertexIn.xy,0.0,1.0);
}
Fragment Shader :
varying vec2 textureCoord;
void main() {
vec4 color1 = texture2D(t,textureCoord);
gl_FragColor = color1;
}
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