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prism/shaders/gaussian.vert.glsl
2020-08-11 12:07:21 -04:00

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GLSL

layout (location = 0) out vec2 outUV;
void main() {
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
}