14 lines
260 B
GLSL
14 lines
260 B
GLSL
|
|
#version 450
|
||
|
|
|
||
|
|
layout (location = 0) out vec2 outUV;
|
||
|
|
|
||
|
|
out gl_PerVertex
|
||
|
|
{
|
||
|
|
vec4 gl_Position;
|
||
|
|
};
|
||
|
|
|
||
|
|
void main()
|
||
|
|
{
|
||
|
|
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||
|
|
gl_Position = vec4(outUV * vec2(2.0f, 2.0f) + vec2(-1.0f, -1.0f), 0.0f, 1.0f);
|
||
|
|
}
|