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fgdata/Shaders/HDR/quad.vert

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193 B
GLSL

#version 330 core
out vec2 texcoord;
void main()
{
vec2 pos = vec2(gl_VertexID % 2, gl_VertexID / 2) * 4.0 - 1.0;
texcoord = pos * 0.5 + 0.5;
gl_Position = vec4(pos, 0.0, 1.0);
}