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authorlonkaars <loek@pipeframe.xyz>2024-05-16 19:31:31 +0200
committerlonkaars <loek@pipeframe.xyz>2024-05-16 19:31:31 +0200
commit68081ef4f1f51b5753e25a1be6f870eb2e84f76e (patch)
treed251806a4c05543a1262ecd3b86d00e33708a506 /fill.vert
parentfe2d38b584e814ae6bb44e122ecec3d546976c8a (diff)
experiment with vertex shader
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+#version 330 core
+layout (location = 0) in vec3 vert;
+
+void main() {
+ // Setting w to 0 has the effect of an infinitely large zoom, which makes the
+ // single triangle fill the viewport completely. This is okay since I only
+ // care about the fragment shader.
+ gl_Position = vec4(vert.xyz, 0.0);
+}
+