13 lines
244 B
GLSL
13 lines
244 B
GLSL
#version 330 core
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// Fullscreen triangle (no vbo)
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out vec2 v_uv;
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void main() {
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// gl_VertexID in {0,1,2}
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vec2 pos = vec2((gl_VertexID << 1) & 2, gl_VertexID & 2);
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v_uv = pos;
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gl_Position = vec4(pos * 2.0 - 1.0, 0.0, 1.0);
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}
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