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- #version 450
- in vec2 pos;
- out vec2 texCoord;
- void main() {
- // Scale vertex attribute to 0-1 range
- const vec2 madd = vec2(0.5, 0.5);
- texCoord = pos.xy * madd + madd;
- #if defined(HLSL) || defined(METAL) || defined(SPIRV)
- texCoord.y = 1.0 - texCoord.y;
- #endif
- gl_Position = vec4(pos.xy, 0.0, 1.0);
- }
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