#version 100 attribute vec4 a_position; attribute vec2 a_texCoord; varying vec2 v_texCoord; varying vec4 v_myPos; uniform mat4 u_clipMatrix; void main() { gl_Position = u_clipMatrix * a_position; v_myPos = u_clipMatrix * a_position; v_texCoord = a_texCoord; v_texCoord.y = 1.0 - v_texCoord.y; }