ULRE/res/shader/gbuffer_debug.vert

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#version 450 core
layout(location = 0) in vec2 Vertex;
layout(location = 0) out vec2 FragmentPosition;
layout(location = 1) out uint FragmentTexID;
layout(location = 2) out vec2 FragmentTexCoord;
void main()
{
gl_Position=vec4(Vertex,0.0,1.0);
FragmentPosition=Vertex;
FragmentTexCoord=(Vertex+1.0)/2.0;
if(Vertex.x<0)
{
if(Vertex.y<0)
FragmentTexID=0;
else
FragmentTexID=1;
}
else
{
if(Vertex.y<0)
FragmentTexID=2;
else
FragmentTexID=3;
}
}