v4k-git-backup/engine/shaders/vs_0_2_fullscreen_quad_B.glsl

8 lines
284 B
GLSL

out vec2 uv;
void main() {
float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);
float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);
gl_Position = vec4(-1.0 + x*2.0, 0.0+(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-)
uv = vec2(x, y); // normal(y),flipped(1.0-y)
}