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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.
- layout(location = 0) in vec2 position; // the vert coords are {1.0,1.0}, {0.0,1.0}, {0.0,0.0}, {1.0,0.0}
- 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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