glActiveTexture(GL_TEXTURE0);
glUniform1i(simpText, 0);
glBindTexture(GL_TEXTURE_2D, myTextBackground);
matrixLosPixel[0][0] = (2 /(float) W * screenWidth);
matrixLosPixel[1][1] = (2 /(float) H * screenHeight);
matrixLosPixel[3][0] = (2 /(float) W * 0.01f) - 1; // was 0.01F
matrixLosPixel[3][1] = (1 - (2 / (float) H * screenHeight));
glUniformMatrix4fv(lMatrix, 1, GL_FALSE, &matrixLosPixel[0][0]);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, nullptr);