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Home/ Questions/Q 7692193
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T20:47:47+00:00 2026-05-31T20:47:47+00:00

Given the next vertex shader, what is the simplest, most efficient and fastest way

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Given the next vertex shader, what is the simplest, most efficient and fastest way to flip the coordinates upside down, so the fragment shader will produce and upside down image?

attribute vec4 a_position;
attribute vec2 a_texcoord;                                                  
varying vec2 v_texcoord;

void main()
{
    v_texcoord = a_texcoord.st;
    gl_Position = a_position;
}
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  1. Editorial Team
    Editorial Team
    2026-05-31T20:47:48+00:00Added an answer on May 31, 2026 at 8:47 pm

    Just flip v_texcoord. So e.g.

    v_texcoord = a_texcoord.st * vec2(1.0, -1.0);
    

    Or, I guess:

    v_texcoord = vec2(a_texcoord.s, 1.0 - a_texcoord.t);
    

    Depending on what exactly you want to happen to the range of .t.

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