2016-02-16 15:07:25 +01:00
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#version 450
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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} ubo;
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2019-04-15 21:30:57 +02:00
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layout (location = 0) out vec2 outUV;
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2016-05-31 20:07:43 +02:00
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2016-02-16 15:07:25 +01:00
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void main()
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{
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2019-04-15 21:30:57 +02:00
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV.xy * 2.0f - 1.0f, 0.0f, 1.0f);
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2016-02-16 15:07:25 +01:00
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}
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