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- /// Simple vertex shader for IS and PPS stages. It is used for rendering a quad
- /// in the screen. Notice that it does not use ftransform(). We dont need it
- /// because we can get the Normalized Display Coordinates ([-1,1]) simply by
- /// looking in the vertex position. The vertex positions of the quad are from
- /// 0.0 to 1.0 for both axis.
- /// the vert coords are {1.0,1.0}, {0.0,1.0}, {0.0,0.0}, {1.0,0.0}
- layout(location = 0) in vec2 position;
- out vec2 vTexCoords;
- void main()
- {
- vTexCoords = position;
- vec2 vertPosNdc = position * 2.0 - 1.0;
- gl_Position = vec4(vertPosNdc, 0.0, 1.0);
- }
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