#version 460 layout(location = 0) in vec4 aPosition; layout(location = 1) in vec2 aTexcoord; out vec2 vTexcoord; uniform mat4 gModelMatrix; uniform mat4 gViewMatrix; uniform mat4 gProjectionMatrix; void main() { vec4 positionWS = gModelMatrix * aPosition; positionWS.x = -positionWS.x; vec4 positionVS = gViewMatrix * positionWS; gl_Position = gProjectionMatrix * positionVS; vTexcoord = vec2(aTexcoord.x, 1.0 - aTexcoord.y); }