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This now splits up the rendering system into sensible parts, and makes it easier to switch between the simple renderer and the new experimental one. Lots of refactors I needed to do for a while are now done, too.
11 lines
No EOL
299 B
GLSL
11 lines
No EOL
299 B
GLSL
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: CC0-1.0
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#version 460 core
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layout (location = 0) out vec2 outUV;
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void main() {
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
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} |