/* Copyright (c) 2024, Qualcomm Innovation Center, Inc. All rights reserved. * * 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. * * ------------------------------------------------------------------------ * * THIS IS A MODIFIED VERSION OF THE ORIGINAL FILE * * The original file, along with the original Apache-2.0 LICENSE can be found at: * https://github.com/google-research/jax3d/tree/main/jax3d/projects/mobilenerf * * Modification details: Shader code was updated to work on Vulkan (originally * built for WebGL) * Contributor: (Qualcomm) Rodrigo Holztrattner - quic_rholztra@quicinc.com */ #version 460 out gl_PerVertex { vec4 gl_Position; }; void main() { vec2 outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f); }