10 lines
240 B
GLSL
10 lines
240 B
GLSL
#version 430 core
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layout(location = 0) out vec2 vUv;
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void main()
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{
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vec2 triangle = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2);
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gl_Position = vec4(triangle * 2.0 - 1.0, 0.0, 1.0);
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vUv = vec2(triangle.x, 1.0 - triangle.y);
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}
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