procedural-3d-engine/shaders/glsl/deferredmultisampling/deferred.vert
2023-05-09 21:03:02 +02:00

9 lines
186 B
GLSL

#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);
}