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fgdata/Shaders/HDR/quad_notexcoord.vert

7 lines
141 B
GLSL

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