Transformer GL: Apply transformation_matrix to vertex position.
Previously, transformation_matrix was incorrectly applied to texture sampling coordinates, which led to transformations seemingly moving in the opposite position, and an undesirable GL_CLAMP_TO_EDGE behavior when sampling outside the edge of the texture. PiperOrigin-RevId: 413653360
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@ -17,6 +17,6 @@ uniform mat4 tex_transform;
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uniform mat4 transformation_matrix;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = a_position;
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v_texcoord = (transformation_matrix * tex_transform * a_texcoord).xy;
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gl_Position = transformation_matrix * a_position;
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v_texcoord = (tex_transform * a_texcoord).xy;
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}
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