Kelsidavis-WoWee/assets/shaders/postprocess.vert.glsl
Kelsi 793c2b5611 fix: remove incorrect Y-flip in postprocess vertex shader
postprocess.vert.glsl had `TexCoord.y = 1.0 - TexCoord.y` which
inverted the vertical sampling of the scene texture.  Vulkan textures
use v=0 at the top, matching framebuffer row 0, so no flip is needed.
The camera already flips the projection matrix (mat[1][1] *= -1) so
the scene is rendered correctly oriented; the extra inversion in the
postprocess pass flipped FXAA output upside down.

Fixes: FXAA shows camera upside down
Also fixes: FSR1 upscale and FSR3 sharpen passes (same vertex shader)
2026-03-12 21:52:00 -07:00

12 lines
460 B
GLSL

#version 450
layout(location = 0) out vec2 TexCoord;
void main() {
// Fullscreen triangle trick: 3 vertices, no vertex buffer
TexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(TexCoord * 2.0 - 1.0, 0.0, 1.0);
// No Y-flip: scene textures use Vulkan convention (v=0 at top),
// and NDC y=-1 already maps to framebuffer top, so the triangle
// naturally samples the correct row without any inversion.
}