yquake2remaster/stuff/shaders/postprocess.vert

17 lines
481 B
GLSL

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