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| author | Gabriel Schneider <[email protected]> | 2026-07-08 12:25:04 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-08-01 15:02:07 -0300 |
| commit | 172eb56fee0b6bde698e72be2bca55a90fe81ce9 (patch) | |
| tree | f2fd94709facf134c3670db4c1a20a5eaca1d53d /shaders/crt.vert.glsl | |
| parent | b91e5ebf8b529d0ced0bf18e83b17df0bd2374ce (diff) | |
| download | pardes-172eb56fee0b6bde698e72be2bca55a90fe81ce9.tar.gz pardes-172eb56fee0b6bde698e72be2bca55a90fe81ce9.zip | |
steam deck nice version
Diffstat (limited to 'shaders/crt.vert.glsl')
| -rw-r--r-- | shaders/crt.vert.glsl | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/shaders/crt.vert.glsl b/shaders/crt.vert.glsl new file mode 100644 index 00000000..4e15fcdf --- /dev/null +++ b/shaders/crt.vert.glsl @@ -0,0 +1,9 @@ +#version 450 + +// CRT post-process pass: one fullscreen triangle from gl_VertexIndex, no +// vertex buffer. The fragment shader derives uv from gl_FragCoord. + +void main() { + vec2 p = vec2(float((gl_VertexIndex << 1) & 2), float(gl_VertexIndex & 2)); + gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0); +} |
