// // Vertex shader panel // #include // Model uniforms uniform mat4 ModelMatrix; // Outputs for fragment shader out vec2 FragTexcoord; void main() { // Always flip texture coordinates vec2 texcoord = VertexTexcoord; texcoord.y = 1 - texcoord.y; FragTexcoord = texcoord; // Set position vec4 pos = vec4(VertexPosition.xyz, 1); gl_Position = ModelMatrix * pos; }