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newpixie: Don't flip geometry coordinates, flip texcoords.
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@ -81,9 +81,8 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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vec4 modpos = vec4(Position.x, 1.-Position.y, Position.z, Position.w);
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gl_Position = global.MVP * modpos;
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vTexCoord = TexCoord;
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gl_Position = global.MVP * Position;
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vTexCoord = vec2(TexCoord.x, 1.0 - TexCoord.y);
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}
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#pragma stage fragment
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