procedural-3d-engine/data/shaders/glsl/deferred/deferred.vert

10 lines
186 B
GLSL
Raw Normal View History

2016-02-16 15:07:25 +01:00
#version 450
layout (location = 0) out vec2 outUV;
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
2016-02-16 15:07:25 +01:00
}