RuntimeData/shader/gbuffer_debug.vert

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GLSL
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2020-04-07 19:00:37 +08:00
#version 450 core
layout(location = 0) in vec2 Vertex;
layout(location = 0) out uint FragmentTexID;
layout(location = 1) out vec2 FragmentTexCoord;
void main()
{
gl_Position=vec4(Vertex,0.0,1.0);
FragmentTexCoord=(Vertex+1.0)/2.0;
}