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//version 130
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uniform vec2 iResolution; // viewport resolution (in pixels)
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out vec2 texCoord;
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void main() {
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texCoord = vec2( (gl_VertexID << 1) & 2, gl_VertexID & 2 );
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gl_Position = vec4( texCoord * 2.0 - 1.0, 0.0, 1.0 );
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texCoord = texCoord * iResolution;
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}
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