12 lines
302 B
GLSL
12 lines
302 B
GLSL
layout (location = 0) out vec2 out_uv;
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layout(push_constant, binding = 1) uniform PushConstant{
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mat4 view;
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vec4 sun_position_fov;
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float aspect;
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};
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void main() {
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out_uv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(out_uv * 2.0f + -1.0f, 1.0f, 1.0f);
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}
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