overte-HifiExperiments/libraries/render-utils/src/deferred_light.slv
2019-06-18 17:17:21 -07:00

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<@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;
}