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

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GLSL

#version 450
/*
* Copyright 2023 Nintendo
*
* 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.
*/
const vec2[3] positions = vec2[]
(
vec2(-1, -1),
vec2(-1, 3),
vec2( 3, -1)
);
const vec2[3] uv = vec2[]
(
vec2(0, 0),
vec2(0, 2),
vec2(2, 0)
);
layout (location = 0) out vec2 outUV;
void main()
{
gl_Position = vec4(positions[gl_VertexIndex], 0.0f, 1.0f);
outUV = uv[gl_VertexIndex];
}