#version 130 in vec2 position; in vec2 texcoord; out vec2 tc; // Will be overridden by compile_glsl_program() if needed. // (It cannot just be prepended, as #version must be before everything.) #define FLIP_ORIGIN 0 void main() { // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: // // 2.000 0.000 0.000 -1.000 // 0.000 2.000 0.000 -1.000 // 0.000 0.000 -2.000 -1.000 // 0.000 0.000 0.000 1.000 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); tc = texcoord; #if FLIP_ORIGIN tc.y = 1.0f - tc.y; #endif }