blob: 4e15fcdfd063b5387dd86d031ffa0a59290244dd (
plain) (
blame)
1
2
3
4
5
6
7
8
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);
}
|