Transform uv-coordinates

Hello everyone!

I’m in need of a math function, where uv-coordinates get transformed by a projection matrix.
This can be done in the shader by SetTexture[_Texture] { matrix [_ProjMatrix] }.

But what I want to know is how I could make the uv transformed in the same way using
only a CG-program, where this feature is not available.

Thanks in advance!
Cheers

You’d do it in the vertex shader like this;

o.uv = mul((float2x2)_ProjMatrix, v.texcoord.xy);

Tnx for the answer. I couldn’t get it to work properly though.
I’m trying to add normalmaps to the mirrorshader from unifycommunity.
So I’m trying to get the mirrorshader to work in a Cg-program instead
of Shaderlab. Then I can easily add normalmaps.