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A simple base class that renders a 2d fullscreen quad parallel to the screen surface inside the view frustum.
12 lines
211 B
GLSL
12 lines
211 B
GLSL
#version 450 core
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layout(location = 0) in vec4 inPos;
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layout(location = 1) in vec2 inTexCoord;
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layout(location = 0) out vec2 outTexCoord;
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void main() {
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gl_Position = inPos;
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outTexCoord = inTexCoord;
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}
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