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Seele/res/shaders/FullscreenQuad.slang
T
2025-03-10 18:35:35 +01:00

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struct QuadOutput
{
float2 uv : UV;
float4 position : SV_Position;
}
[shader("vertex")]
QuadOutput quadMain(uint vertexIndex : SV_VertexID)
{
QuadOutput result;
result.uv = float2((vertexIndex << 1) & 2, vertexIndex & 2);
result.position = float4(result.uv * 2.0f + -1.0f, 0.0f, 1.0f);
result.uv.y = 1 - result.uv.y;
return result;
}