#version 150 uniform mat4 worldViewProj; in vec4 vertex; in vec2 uv0; out vec2 oUv0; out vec2 oUv1; out vec4 pos; void main() { // Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc) gl_Position = worldViewProj * vertex; oUv0 = uv0; oUv1 = -vertex.xy; pos = gl_Position; }