#version 450 /* Copyright (c) 2023, Google * * SPDX-License-Identifier: Apache-2.0 * * 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. */ layout (location = 0) out vec2 outUV; //////////////////////////////////////// void main() { const vec4 fullscreen_triangle[] = { vec4(-1.0f, 3.0f, 0.0f, 2.0f), vec4(-1.0f, -1.0f, 0.0f, 0.0f), vec4( 3.0f, -1.0f, 2.0f, 0.0f), }; const vec4 vertex = fullscreen_triangle[gl_VertexIndex % 3]; gl_Position = vec4(vertex.xy, 0.0f, 1.0f); outUV = vertex.zw; }