#version 310 es layout(location = 0) in vec4 a_position; layout(location = 1) in vec2 a_texCoord; layout(location = 0) out vec2 TextureCoordOut; layout(std140, binding = 0) uniform vs_ub { mat4 u_MVPMatrix; }; void main(void) { gl_Position = u_MVPMatrix * a_position; TextureCoordOut = a_texCoord; TextureCoordOut.y = 1.0 - TextureCoordOut.y; }