<@include gpu/Config.slh@><$VERSION_HEADER$>// Generated on <$_SCRIBE_DATE$>//// deferred_light.vert// vertex shader//// Created by Sam Gateau on 6/16/16.// Copyright 2014 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// <@include render-utils/ShaderConstants.h@> OUTPUT(RENDER_UTILS_ATTR_TEXCOORD01, vec4, _texCoord01); void main(void) { const float depth = 1.0;#ifdef VULKAN const mat4 UNIT_QUAD = mat4( vec4(-1.0, 1.0, depth, 1.0), vec4(1.0, 1.0, depth, 1.0), vec4(-1.0, -1.0, depth, 1.0), vec4(1.0, -1.0, depth, 1.0) );#else const mat4 UNIT_QUAD = mat4( vec4(-1.0, -1.0, depth, 1.0), vec4(1.0, -1.0, depth, 1.0), vec4(-1.0, 1.0, depth, 1.0), vec4(1.0, 1.0, depth, 1.0) );#endif vec4 pos = UNIT_QUAD[gl_VertexID]; _texCoord01 = vec4((pos.xy + 1.0) * 0.5, 0.0, 0.0); gl_Position = pos;}
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// deferred_light.vert
// vertex shader
//
// Created by Sam Gateau on 6/16/16.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include render-utils/ShaderConstants.h@>
OUTPUT(RENDER_UTILS_ATTR_TEXCOORD01, vec4, _texCoord01);
void main(void) {
const float depth = 1.0;
#ifdef VULKAN
const mat4 UNIT_QUAD = mat4(
vec4(-1.0, 1.0, depth, 1.0),
vec4(1.0, 1.0, depth, 1.0),
vec4(-1.0, -1.0, depth, 1.0),
vec4(1.0, -1.0, depth, 1.0)
);
#else
const mat4 UNIT_QUAD = mat4(
vec4(-1.0, -1.0, depth, 1.0),
vec4(1.0, -1.0, depth, 1.0),
vec4(-1.0, 1.0, depth, 1.0),
vec4(1.0, 1.0, depth, 1.0)
);
#endif
vec4 pos = UNIT_QUAD[gl_VertexID];
_texCoord01 = vec4((pos.xy + 1.0) * 0.5, 0.0, 0.0);
gl_Position = pos;
}