warping quad mesh vertices without stretching texture weirdly

Godot Version

4.5.1

Question

I’m trying to make a shader that is applied to a quad mesh and turns it into a trapezoid, but when trying to move the vertices to make the shape I want the texture wraps weirdly due to the way a quad mesh is built (both triangles stretch differently). I did a bit of research on the topic and it seems as if the only way to fix this issue is to do something with simulating 3d rotation in 2D space, but I can’t seem to find a guide or topic on the forums.