attribute vec4 a_position; attribute vec2 a_texCoord; varying vec2 v_texture_coord; varying vec4 v_position; uniform mat4 u_model_matrix; uniform mat4 u_MVPMatrix; void main(void) { gl_Position = u_MVPMatrix * a_position; v_texture_coord = a_texCoord; v_texture_coord.y = (1.0 - v_texture_coord.y); v_position = u_model_matrix * a_position; }