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Vulkan-Samples/shaders/oit_depth_peeling/fullscreen.vert
T
2025-09-04 10:54:47 +08:00

36 lines
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GLSL

#version 450
/* Copyright (c) 2024, 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;
}