RuntimeData/shader/FragCoord.frag
2020-04-07 19:00:37 +08:00

26 lines
419 B
GLSL

#version 450 core
layout(binding=1) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
vec2 resolution;
}fragment_world;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor=vec4(gl_FragCoord.xy/fragment_world.resolution,0,1);
}