RuntimeData/shader/gbuffer_debug.vert

14 lines
251 B
GLSL

#version 450 core
layout(location = 0) in vec2 Position;
layout(location = 0) out uint FragmentTexID;
layout(location = 1) out vec2 FragmentTexCoord;
void main()
{
gl_Position=vec4(Position,0.0,1.0);
FragmentTexCoord=(Position+1.0)/2.0;
}