Files
evol-assets/assets/shaders/deferred.vert
T
2021-07-25 01:07:23 +02:00

18 lines
364 B
GLSL

#version 450
layout(set = 1, binding = 0) uniform CameraParam {
mat4 projection;
mat4 view;
} Camera;
layout (location = 0) out vec2 outUV;
layout(location = 1) out vec3 cameraPos;
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
cameraPos = inverse(Camera.view)[3].xyz;
}