#version 330
layout(location = 0) in vec3 vsiPosition;
layout(location = 2) in vec2 vsiTexCoord;
uniform int inv;
uniform mat4 modview, proj;
out vec2 vsoTexCoord;
void main(void) {
gl_Position = proj * modview * vec4(vsiPosition, 1);
if(inv != 0) {
vsoTexCoord = vec2(vsiTexCoord.s, 1 - vsiTexCoord.t);
} else {
vsoTexCoord = vec2(vsiTexCoord.s, vsiTexCoord.t);
}