33 lines
687 B
GLSL
33 lines
687 B
GLSL
#ifdef Explicit_Attrib_Location_Usable
|
|
layout(location = 0) in vec3 Position;
|
|
layout(location = 1) in vec3 Normal;
|
|
layout(location = 2) in vec4 Color;
|
|
layout(location = 3) in vec2 Texcoord;
|
|
layout(location = 4) in vec2 SecondTexcoord;
|
|
layout(location = 5) in vec3 Tangent;
|
|
layout(location = 6) in vec3 Bitangent;
|
|
#else
|
|
in vec3 Position;
|
|
in vec3 Normal;
|
|
in vec4 Color;
|
|
in vec2 Texcoord;
|
|
in vec2 SecondTexcoord;
|
|
in vec3 Tangent;
|
|
in vec3 Bitangent;
|
|
#endif
|
|
|
|
uniform vec2 fullscreen;
|
|
|
|
out vec2 uv;
|
|
out vec4 color;
|
|
|
|
void main(void)
|
|
{
|
|
color = Color.zyxw;
|
|
vec3 P = Position / vec3(fullscreen, 1.);
|
|
P = 2. * P - 1.;
|
|
P.y *= -1.;
|
|
gl_Position = vec4(P, 1.);
|
|
uv = Texcoord;
|
|
}
|