#version 440 layout(location = 0) in vec4 position; layout(location = 1) in vec2 texcoord; layout(location = 0) out vec2 v_texcoord; layout(std140, binding = 0) uniform buf { mat4 mvp; int flip; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { v_texcoord = vec2(texcoord.x, texcoord.y); if (ubuf.flip != 0) v_texcoord.y = 1.0 - v_texcoord.y; gl_Position = ubuf.mvp * position; }