attribute vec2 texcoord;
varying 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:
// 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
}