uniform mat4 TransformMat; uniform float flipX; uniform float flipY; uniform float depth; in vec2 texCoord; in vec2 pos; out vec2 texCoord_interp; void main() { vec4 position = TransformMat * vec4((pos - 0.5) * 2.0, 1.0, 1.0); gl_Position = vec4(position.xy, depth, 1.0); vec2 uv_mul = vec2(flipX, flipY); texCoord_interp = texCoord * uv_mul; }