#version 310 es layout (location = POSITION) in vec4 a_position; layout (location = TEXCOORD0) in vec2 a_texCoord; layout (location = TEXCOORD1) in mat4 a_instance; layout (location = TEXCOORD0) out vec2 v_texCoord; layout(std140) uniform vs_ub { mat4 u_MVPMatrix; }; void main(void) { gl_Position = u_MVPMatrix * a_instance * a_position; v_texCoord = a_texCoord; v_texCoord.y = 1.0 - v_texCoord.y; }