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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
VARYING vec2 uv1;
void MAIN()
{
uv1 = UV1;
// The source View3D applied a flip when running with OpenGL, just
// to get the on-screen lightmap identical with all graphics
// APIs. Now we apply the opposite. Normally this would not be
// necessary.
if (FRAMEBUFFER_Y_UP == 1.0)
uv1.y = 1.0 - uv1.y;
POSITION = MODELVIEWPROJECTION_MATRIX * vec4(VERTEX, 1.0);
}