<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // deferred_light.vert // vertex shader // // Created by Sam Gateau on 6/16/16. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include render-utils/ShaderConstants.h@> layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01; void main(void) { const float depth = 1.0; const mat4 UNIT_QUAD = mat4( vec4(-1.0, -1.0, depth, 1.0), vec4(1.0, -1.0, depth, 1.0), vec4(-1.0, 1.0, depth, 1.0), vec4(1.0, 1.0, depth, 1.0) ); vec4 pos = UNIT_QUAD[gl_VertexID]; _texCoord01 = vec4((pos.xy + 1.0) * 0.5, 0.0, 0.0); gl_Position = pos; }