Kelsidavis-WoWee/assets/shaders/skybox.vert.glsl

13 lines
405 B
Text
Raw Normal View History

#version 450
// Fullscreen triangle sky — no vertex buffer, no mesh.
// Draws 3 vertices covering the entire screen, depth forced to 1.0 (far plane).
layout(location = 0) out vec2 TexCoord;
void main() {
// Produces triangle covering NDC [-1,1]² with depth = 1.0 (far)
TexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(TexCoord * 2.0 - 1.0, 1.0, 1.0);
}