procedural-3d-engine/data/shaders/negativeviewportheight/quad.vert

14 lines
313 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
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);
outUV = inUV;
gl_Position = vec4(inPos, 1.0f);
}