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Disable depth-testing, the display vertex-shader, and the viewport/scissor positioning of the bottom screen. We have visual!
7 lines
No EOL
179 B
GLSL
7 lines
No EOL
179 B
GLSL
#version 460 core
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layout(location = 0) out vec2 UV;
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void main() {
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UV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(UV * 2.0f + -1.0f, 0.0f, 1.0f);
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} |