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23 lines
486 B
GLSL
23 lines
486 B
GLSL
#version 460
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layout (location = 0) out vec2 dstPosition;
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layout (push_constant) uniform constants {
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vec2 dstOriginClipSpace;
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vec2 dstDimensionsClipSpace;
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} PC;
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void main() {
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const vec2 lut[6] = vec2[6](
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vec2(0, 0),
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vec2(0, 1),
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vec2(1, 1),
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vec2(1, 1),
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vec2(1, 0),
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vec2(0, 0)
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);
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dstPosition = lut[gl_VertexIndex];
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gl_Position = vec4(PC.dstOriginClipSpace + PC.dstDimensionsClipSpace * lut[gl_VertexIndex], 0, 1);
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}
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