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debug.vert 415B

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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (binding = 0) uniform UBO
  5. {
  6. mat4 projection;
  7. mat4 model;
  8. } ubo;
  9. layout (location = 0) out vec3 outUV;
  10. out gl_PerVertex
  11. {
  12. vec4 gl_Position;
  13. };
  14. void main()
  15. {
  16. outUV = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, 0.0);
  17. gl_Position = vec4(outUV.st * 2.0f - 1.0f, 0.0f, 1.0f);
  18. }