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fullscreenquad.vert.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
/**/
#extension GL_ARB_shading_language_include : enable
#include "common.h"
out vec2 texCoord;
void main()
{
uint idx = gl_VertexID % 3; // allows rendering multiple fullscreen triangles
vec4 pos = vec4(
(float( idx &1U)) * 4.0 - 1.0,
(float((idx>>1U)&1U)) * 4.0 - 1.0,
0, 1.0);
gl_Position = pos;
texCoord = pos.xy * 0.5 + 0.5;
}