# CanvasRenderingContext2D: transform() method

The CanvasRenderingContext2D.transform() method of the Canvas 2D API multiplies the current transformation with the matrix described by the arguments of this method. This lets you scale, rotate, translate (move), and skew the context.

Note: See also the setTransform() method, which resets the current transform to the identity matrix and then invokes transform().

## Syntax

js
transform(a, b, c, d, e, f)


The transformation matrix is described by: $\left\left[ \begin\left\{array\right\}\left\{ccc\right\} a & c & e \ b & d & f \ 0 & 0 & 1 \end\left\{array\right\} \right\right]$.

### Parameters

a (m11)

The cell in the first row and first column of the matrix.

b (m12)

The cell in the second row and first column of the matrix.

c (m21)

The cell in the first row and second column of the matrix.

d (m22)

The cell in the second row and second column of the matrix.

e (m41)

The cell in the first row and third column of the matrix.

f (m42)

The cell in the second row and third column of the matrix.

If a point originally had coordinates $\left(x, y\right)$, then after the transformation it will have coordinates $\left(ax + cy + e, bx + dy + f\right)$. This means:

• e and f control the horizontal and vertical translation of the context.
• When b and c are 0, a and d control the horizontal and vertical scaling of the context.
• When a and d are 1, b and c control the horizontal and vertical skewing of the context.

## Examples

### Skewing a shape

This example skews a rectangle both vertically (.2) and horizontally (.8). Scaling and translation remain unchanged.

#### HTML

html
<canvas id="canvas"></canvas>


#### JavaScript

js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");

ctx.transform(1, 0.2, 0.8, 1, 0, 0);
ctx.fillRect(0, 0, 100, 100);


## Specifications

Specification
HTML Standard
# dom-context-2d-transform-dev

## Browser compatibility

BCD tables only load in the browser