bluenoise-raytracer/ray_tracing_indirect_scissor/shaders/passthrough.vert
2020-12-15 09:06:54 +01:00

15 lines
231 B
GLSL

#version 450
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
}