You can work around it by doing 1.0 - texCoord.y instead of just texCoord.y in the shader. If the shader could also be a normal image you could pass it a boolean uniform and if it…
.@Simeon mentioned this would be fixed in a future one
.@eriksw the previous release of Codea had the shaders inverting the y texture coordinate, as @spacemonkey mentioned. You can recreate this behaviour now to “fix” the camera being flipped.