39 lines
906 B
GLSL
39 lines
906 B
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];
|
|
}
|