#version 330 core layout(location = 0) in vec3 vertexPosition_modelspace; layout(location = 1) in vec2 vertexUV; // To the frag shader out vec2 UV; // Model view projection from the CPU uniform mat4 MVP; void main() { gl_Position = MVP * vec4(vertexPosition_modelspace, 1); vec2 UV_FLIPPED; UV_FLIPPED.x = vertexUV.x; UV_FLIPPED.y = 1.0 - vertexUV.y; UV = vertexUV; }