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fullScreenTriangle.vert.glsl
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fullScreenTriangle.vert.glsl
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/*
* Copyright (c) 2020-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2020-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
// Draws a full-screen triangle.
// This is used for full-screen passes over images,
// such as during the resolve step.
// We could also do this using a compute shader instead.
void main()
{
// 0---^-----------2
// | | | /
// <---.---|---/---> x+
// | | | /
// |-------/
// | | /
// | /
// | / |
// 1 V
// y+
vec4 pos = vec4((float((gl_VertexIndex >> 1U) & 1U)) * 4.0 - 1.0, (float(gl_VertexIndex & 1U)) * 4.0 - 1.0, 0, 1.0);
gl_Position = pos;
}