#version 450 /* Copyright (c) 2020 Themaister * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ layout(location = 0) out vec2 vUV; layout(push_constant) uniform UBO { float y_offset; } registers; void main() { if (gl_VertexIndex == 0) gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); else if (gl_VertexIndex == 1) gl_Position = vec4(-1.0, +3.0, 0.0, 1.0); else gl_Position = vec4(+3.0, -1.0, 0.0, 1.0); vUV = vec2(gl_Position.x * 0.5 + 0.5, gl_Position.y * 0.5 + 0.5 + registers.y_offset); }