Files
Pixelplanet--Pixel-VR-Player/shaders/quad.vert
T

27 lines
777 B
GLSL

#version 450
// Textured video screen: a 16:9 quad whose distance, yaw and aspect are applied
// by the model matrix on the CPU. Geometry and UVs are hardcoded and indexed by
// gl_VertexIndex (no vertex buffer).
layout(push_constant) uniform Push {
mat4 mvp;
vec4 conversion;
vec4 range;
vec4 stereo;
} pc;
layout(location = 0) out vec2 vUV;
void main() {
vec2 positions[6] = vec2[](
vec2(-1.6, 0.9), vec2(-1.6, -0.9), vec2( 1.6, -0.9),
vec2(-1.6, 0.9), vec2( 1.6, -0.9), vec2( 1.6, 0.9));
vec2 uvs[6] = vec2[](
vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0),
vec2(0.0, 0.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
gl_Position = pc.mvp * vec4(positions[gl_VertexIndex], 0.0, 1.0);
vUV = uvs[gl_VertexIndex];
}