#version 310 es layout (location = POSITION) in vec4 a_position; layout (location = TEXCOORD0) in vec2 a_texCoord; #if !defined(METAL) layout (location = TEXCOORD1) in mat4 a_instance; #endif layout (location = TEXCOORD0) out vec2 v_texCoord; layout(std140, binding = 0) uniform vs_ub { mat4 u_MVPMatrix; }; #if defined(METAL) layout(std140, binding = 1) buffer vs_inst { mat4 u_instance[]; }; #endif void main(void) { #if defined(METAL) gl_Position = u_MVPMatrix * u_instance[gl_InstanceIndex] * a_position; #else gl_Position = u_MVPMatrix * a_instance * a_position; #endif v_texCoord = a_texCoord; v_texCoord.y = 1.0 - v_texCoord.y; }