i’m trying to code correct 2D affine texture mapping in GLSL.
Explanation:

…NONE of this images is correct for my purposes. Right (labeled Correct) has perspective correction which i do not want. So this: Getting to know the Q texture coordinate solution (without further improvements) is not what I’m looking for.
I’d like to simply “stretch” texture inside quadrilateral, something like this:

but composed from two triangles. Any advice (GLSL) please?
thanks for answers, but after experimenting i found a solution.
two triangles on the left has uv (strq) according this and two triangles on the right are modifed version of this perspective correction.
Numbers and shader:
only right triangles are rendered using this glsl shader (on left is fixed pipeline):
so.. only U is perspective and V is linear.