/* * MIT License * Author: Mark Allyn * * sweep.vert — fullscreen quad vertex shader used by the phosphor * accumulation ping-pong pass. vTexCoord maps 1:1 to the phosphor * FBO in PPI space (u=0 west, u=1 east, v=0 south, v=1 north). */ #version 330 core layout(location = 0) in vec2 aPos; // clip-space quad [-1,+1]^2 out vec2 vTexCoord; void main() { gl_Position = vec4(aPos, 0.0, 1.0); vTexCoord = aPos * 0.5 + 0.5; // [0,1]^2 }