Is it possible to distort a quad multiplying its vertices by a specific world matrix? See the picture to understand what kind of distortion I need:
Please note, that the quad is in 3d space and I particularly need it's VERTICES to be distorted and NOT to rotate a perspective camera. The quad is laying on a plane with Z=0, all of the quad's vertices have their Z components equal to 0 and they should have their Z component equal to 0 after the transformation.
I know that it can quite easily be done by moving the vertices in a vertex shader, but the reason why I need to distort the quad using a World matrix is because I am rendering hundreds of such quads with a single draw call. Some of them need to be distorted and some dont. So I need a uniform vertex shader for every case and before doing branching in the shader I would like to know if such distortion can be done with a World matrix.