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graph/shaders/sky.vert
2018-11-07 07:20:52 -05:00

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GLSL

#version 460 core
layout(location = 0) out vec2 outUV;
void main() {
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0 + -1.0, 1.0, 1.0);
}