Allow compilation of shaders using C++ for linting and IDE support. Related #127983 Pull Request: https://projects.blender.org/blender/blender/pulls/130193
17 lines
408 B
GLSL
17 lines
408 B
GLSL
/* SPDX-FileCopyrightText: 2015-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "draw_fullscreen_info.hh"
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VERTEX_SHADER_CREATE_INFO(draw_fullscreen)
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void main()
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{
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int v = gl_VertexID % 3;
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float x = -1.0 + float((v & 1) << 2);
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float y = -1.0 + float((v & 2) << 1);
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gl_Position = vec4(x, y, 1.0, 1.0);
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uvcoordsvar = vec4((gl_Position.xy + 1.0) * 0.5, 0.0, 0.0);
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}
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