--- /dev/null
+uniform sampler2D PREFIX(tex);
+
+vec4 FUNCNAME(vec2 tc) {
+ // OpenGL's origin is bottom-left, but most graphics software assumes
+ // a top-left origin. Thus, for inputs that come from the user,
+ // we flip the y coordinate.
+ tc.y = 1.0f - tc.y;
+
+ return texture2D(PREFIX(tex), tc);
+}