#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); } }