in vec2 position;
in vec2 texcoord;

uniform UBOOL flipY;

out vec2 Texcoord;

void main() {
	Texcoord = texcoord;

	vec2 pos = position;
	// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
	pos.x = pos.x * 2.0 - 1.0;
	pos.y = -1.0 * (pos.y * 2.0 - 1.0);

	if (UBOOL_TEST(flipY)) {
		pos.y *= -1.0;
	}

	gl_Position = vec4(pos, 0.0, 1.0);
}
