uniform mat4 g_ModelViewProjectionMatrix; uniform mat4 g_EffectModelViewProjectionMatrix; attribute vec3 a_Position; attribute vec2 a_TexCoord; varying vec2 v_TexCoord; varying vec3 v_ScreenCoord; void main() { gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix); v_TexCoord = a_TexCoord; v_ScreenCoord = mul(vec4((a_Position), 1.0), g_EffectModelViewProjectionMatrix).xyw; #if HLSL v_ScreenCoord.y = -v_ScreenCoord.y; #endif }