skyline/app/src/main/shaders/blit.vert

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#version 460
layout (location = 0) out vec2 dstPosition;
layout (push_constant) uniform constants {
vec2 dstOriginClipSpace;
vec2 dstDimensionsClipSpace;
} PC;
void main() {
const vec2 lut[6] = vec2[6](
vec2(1, 0),
vec2(1, 1),
vec2(0, 1),
vec2(0, 1),
vec2(0, 0),
vec2(1, 0)
);
dstPosition = lut[gl_VertexIndex];
gl_Position = vec4(PC.dstOriginClipSpace + PC.dstDimensionsClipSpace * lut[gl_VertexIndex], 0, 1);
}