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10 lines
314 B
GLSL
10 lines
314 B
GLSL
#version 450
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layout(location = 0) out vec2 TexCoord;
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void main() {
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// Fullscreen triangle trick: 3 vertices, no vertex buffer
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TexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(TexCoord * 2.0 - 1.0, 0.0, 1.0);
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TexCoord.y = 1.0 - TexCoord.y; // flip Y for Vulkan
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}
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