40 lines
579 B
GLSL
40 lines
579 B
GLSL
#version 330 core
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const vec2 vtx[4] = vec2[](vec2(-1.0, 1.0), // tl
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vec2( 1.0, 1.0), // tr
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vec2( 1.0, -1.0), // br
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vec2(-1.0, -1.0)); // bl
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/*
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tl tr
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br
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0 1 2
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tr tl br
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1 0 2
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tl
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bl br
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2 1 3
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br tl bl
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2 0 3
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1 0 2 3
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*/
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uniform mat4 Transform;
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out vec4 PixelTexture;
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void main()
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{
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vec2 vertex = vtx[gl_VertexID];
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PixelTexture = vec4(vertex * vec2(0.5, -0.5) + 0.5, 0, 0);
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vertex = vertex * vec2(0.5, 0.5) + vec2(0.5, -0.5);
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gl_Position = Transform * vec4(vertex, 0.0, 1.0);
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}
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