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