#version 450 | |
#extension GL_ARB_separate_shader_objects : enable | |
// Untransformed vertex positions in clockwise order, starting | |
// at the top left corner. These form a triangle that fully | |
// covers the screen in clip space. | |
vec2 positions[3] = vec2[]( | |
vec2(-1,-1), | |
vec2(3,-1), | |
vec2(-1,3) | |
); | |
// Use gl_VertexIndex to index into the hardcoded rectangle | |
// positions array. | |
void main() { | |
vec2 pos = positions[gl_VertexIndex]; | |
gl_Position = vec4(pos, 0, 1.0); | |
} | |