void main()
{
- outUV = inUV;
outPatType = pc.srcType;
outSrc = pc.source;
outMat = pc.matInv;
if (pc.fullScreenQuad != 0) {
gl_Position = vec4(vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2) * 2.0f + -1.0f, 0.0f, 1.0f);
+ outUV = vec3(0,0,-1);
//gl_Position = vec4(vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2) -1.0f, 0.0f, 1.0f);
return;
}
+ outUV = inUV;
+
vec2 p = vec2(
pc.mat[0][0] * inPos.x + pc.mat[1][0] * inPos.y + pc.mat[2][0],
pc.mat[0][1] * inPos.x + pc.mat[1][1] * inPos.y + pc.mat[2][1]