Files
OpenSpace/shaders/twopassraycaster.vert
T
2014-02-28 21:41:56 +00:00

15 lines
461 B
GLSL

#version 400 core
layout(location = 0) in vec2 texCoordinate;
layout(location = 2) in vec3 vertPosition;
out vec3 vPosition;
out vec2 texCoords;
// Source: http://stackoverflow.com/questions/2588875/whats-the-best-way-to-draw-a-fullscreen-quad-in-opengl-3-2
const vec2 screenScale = vec2(0.5, 0.5);
void main() {
texCoords = vertPosition.xy*screenScale+screenScale; // scale vertex attribute to [0-1] range
gl_Position = vec4(vertPosition.xy, 0.0, 1.0);
}