raidillon/assets/shaders/sky_atmosphere.vert

13 lines
244 B
GLSL

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