ULRE/res/shader/glFragCoord.frag

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GLSL
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2019-07-17 04:49:49 +08:00
#version 450
layout(binding = 0) uniform WorldMatrix
{
vec2 vp_size;
mat4 ortho;
mat4 projection;
mat4 modelview;
mat4 mvp;
vec4 view_pos;
} world;
layout (location = 0) out vec4 outFragcolor;
void main()
{
outFragcolor = vec4(gl_FragCoord.rg/world.vp_size,0.0,1.0);
}