4 ms·
Yeah it’s nice even just to avoid having to set up a vertex buffer: ivec2 vert = ivec2(gl_VertexID & 1, gl_VertexID >> 1); out_uv = 2.0 * vec2(vert);
by cmovq 1y ago
Yeah it’s nice even just to avoid having to set up a vertex buffer:
ivec2 vert = ivec2(gl_VertexID & 1, gl_VertexID >> 1);
out_uv = 2.0 * vec2(vert);
gl_Position = vec4(out_uv * 2.0 - 1.0, 0.0, 1.0);