Files
QuaternionEngine/shaders/fullscreen.vert

10 lines
319 B
GLSL

#version 450
layout(location=0) out vec2 outUV;
void main() {
vec2 positions[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));
vec2 uvs[3] = vec2[3](vec2(0.0, 0.0), vec2(2.0, 0.0), vec2(0.0, 2.0));
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
outUV = uvs[gl_VertexIndex];
}