Replaced fullscreen quad from index and vertex buffer with fullscreen triangle generated in VS, code cleanup and cleaner naming

This commit is contained in:
saschawillems 2016-08-13 22:08:13 +02:00
parent a47aba830e
commit 130e1d5262
5 changed files with 118 additions and 204 deletions

View file

@ -5,7 +5,7 @@
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform UBO
layout (binding = 0) uniform UBO
{
float radialBlurScale;
float radialBlurStrength;

View file

@ -3,15 +3,6 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
out gl_PerVertex
@ -21,6 +12,6 @@ out gl_PerVertex
void main()
{
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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);
}