attribute highp vec3 aPosition; attribute highp vec3 aNormal; attribute highp vec2 aTexCoord; uniform highp mat4 uMvpMatrix; varying highp vec2 vTexCoord; void main() { gl_Position = uMvpMatrix * vec4(aPosition, 1.0 ); vTexCoord = aTexCoord; vTexCoord.y = 1.0 - vTexCoord.y; }