--- /dev/null
+#version 330
+
+in vec3 pos;
+out vec3 localPos;
+
+uniform mat4 projection;
+uniform mat4 view;
+
+void main() {
+ localPos = pos;
+ // flip image
+ localPos.y = -localPos.y;
+ vec4 fragPos = projection * view * vec4(pos, 1);
+ gl_Position = fragPos.xyww;
+}