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Christophe Riccio
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Aug 29, 2012
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#version 420 core | ||
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#define FRAG_COLOR 0 | ||
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layout(binding = 0) uniform sampler2D Diffuse; | ||
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in vec4 gl_FragCoord; | ||
layout(location = FRAG_COLOR, index = 0) out vec4 Color; | ||
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void main() | ||
{ | ||
Color = texelFetch(Diffuse, ivec2(gl_FragCoord.xy * 0.125), 0); | ||
} |
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#version 420 core | ||
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out gl_PerVertex | ||
{ | ||
vec4 gl_Position; | ||
}; | ||
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void main() | ||
{ | ||
gl_Position = vec4(mix(vec2(-1.0), vec2(3.0), bvec2(gl_VertexID == 1, gl_VertexID == 2)), 0.0, 1.0); | ||
} |
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