quakeforge/libs/video/renderer/vulkan/shader/fstrianglest.vert
Bill Currie efc3443c61 [vulkan] Create a water warp output pipeline
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.
2022-11-27 12:48:51 +09:00

12 lines
250 B
GLSL

#version 450
layout (location = 0) out vec2 st;
void
main ()
{
float x = (gl_VertexIndex & 2);
float y = (gl_VertexIndex & 1);
gl_Position = vec4 (2, 4, 0, 1) * vec4 (x, y, 0, 1) - vec4 (1, 1, 0, 0);
st = vec2(1, 2) * vec2(x, y);
}