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18 lines
481 B
GLSL
18 lines
481 B
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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// rendering a fullscreen quad (which is actually just a huge triangle)
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// source: https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial-on-rendering-a-fullscreen-quad-without-buffers/
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout(location = 0) out vec2 texCoord;
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void main()
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{
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texCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(texCoord * 2.0f + -1.0f, 0.0f, 1.0f);
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}
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