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https://git.code.sf.net/p/quake/quakeforge
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efc3443c61
Although it works as intended (tested via hacking), it's not hooked up as the current frame buffer handling in r_screen is not readily compatible with how vulkan output is handled. This will need some thought to get working.
12 lines
250 B
GLSL
12 lines
250 B
GLSL
#version 450
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layout (location = 0) out vec2 st;
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void
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main ()
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{
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float x = (gl_VertexIndex & 2);
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float y = (gl_VertexIndex & 1);
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gl_Position = vec4 (2, 4, 0, 1) * vec4 (x, y, 0, 1) - vec4 (1, 1, 0, 0);
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st = vec2(1, 2) * vec2(x, y);
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}
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