#version 100 precision mediump int; precision mediump float; attribute vec4 position; uniform float flipping; varying vec2 uv; void main() { vec4 inPos = position; gl_Position = vec4(inPos.x, flipping * inPos.y, 0.0, 1.0); inPos.xy = sign(inPos.xy); uv = (vec2(inPos.x, -inPos.y) + 1.0)/2.0; }