#version 460 core #define STAGE_VERTEX 1 // the full screen quad of the post-processing, or with QUAD_SCENE of a pass of the scene (the layout of the scene) #ifndef QUAD_SCENE #define LAYOUT_POST 1 #endif #include "common.glsl" const vec2 vert[4] = vec2[] ( vec2(-1.0, 1.0), vec2(-1.0, -1.0), vec2( 1.0, 1.0), vec2( 1.0, -1.0) ); const vec2 uv[4] = vec2[] ( vec2(0.0, 1.0), vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(1.0, 0.0) ); layout(location = 14) out vec2 f_coords; void main() { gl_Position = vec4(vert[gl_VertexIndex], 0.0, 1.0); f_coords = uv[gl_VertexIndex]; }