engine/bin/data/shaders/display/base.vert.glsl

13 lines
312 B
GLSL

#version 450
#pragma shader_stage(vertex)
#if 0
layout (location = 0) in vec2 inPos;
layout (location = 1) in vec2 inUv;
#endif
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);
}