A simple base class that renders a 2d fullscreen quad parallel to the screen surface inside the view frustum.
13 lines
223 B
GLSL
13 lines
223 B
GLSL
#version 450 core
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layout(location = 0) in vec2 inTexCoord;
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layout(set = 0, binding = 0) uniform sampler2D inTexture;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = texture (inTexture, inTexCoord);
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}
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